#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include namespace bullet { namespace { utils::hook::detour bg_get_surface_penetration_depth_hook; float bg_get_surface_penetration_depth_stub(game::Weapon weapon, bool is_alternate, int surfaceType) { if (dvars::bg_surfacePenetration->current.value > 0.0f) { return dvars::bg_surfacePenetration->current.value; } return bg_get_surface_penetration_depth_hook.invoke(weapon, is_alternate, surfaceType); } } class component final : public component_interface { public: void post_unpack() override { if (game::environment::is_sp()) { return; } dvars::bg_surfacePenetration = game::Dvar_RegisterFloat("bg_surfacePenetration", 0.0f, 0.0f, std::numeric_limits::max(), game::DVAR_FLAG_SAVED); bg_get_surface_penetration_depth_hook.create(0x1401641A0, &bg_get_surface_penetration_depth_stub); } }; } REGISTER_COMPONENT(bullet::component)