#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include namespace gameplay { namespace { utils::hook::detour pm_weapon_use_ammo_hook; int stuck_in_client_stub(game::mp::gentity_s* entity) { if (dvars::g_playerEjection->current.enabled) { return utils::hook::invoke(0x1402DA310, entity); // StuckInClient } return 0; } void cm_transformed_capsule_trace_stub(game::trace_t* results, const float* start, const float* end, game::Bounds* bounds, game::Bounds* capsule, int contents, const float* origin, const float* angles) { if (dvars::g_playerCollision->current.enabled) { utils::hook::invoke(0x1403AB1C0, results, start, end, bounds, capsule, contents, origin, angles); // CM_TransformedCapsuleTrace } } const auto pm_bouncing_stub_mp = utils::hook::assemble([](utils::hook::assembler& a) { const auto no_bounce = a.newLabel(); const auto loc_14014DF48 = a.newLabel(); a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::pm_bouncing))); a.mov(al, byte_ptr(rax, 0x10)); a.cmp(byte_ptr(rbp, -0x2D), al); a.pop(rax); a.jz(no_bounce); a.jmp(0x14014DFB0); a.bind(no_bounce); a.cmp(dword_ptr(rsp, 0x70), 0); a.jnz(loc_14014DF48); a.jmp(0x14014DFA2); a.bind(loc_14014DF48); a.jmp(0x14014DF48); }); void pm_weapon_use_ammo_stub(game::playerState_s* ps, game::Weapon weapon, bool is_alternate, int amount, game::PlayerHandIndex hand) { if (!dvars::player_sustainAmmo->current.enabled) { pm_weapon_use_ammo_hook.invoke(ps, weapon, is_alternate, amount, hand); } } const auto client_end_frame_stub = utils::hook::assemble([](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::g_gravity))); a.mov(eax, dword_ptr(rax, 0x10)); a.mov(word_ptr(rbx, 0x36), ax); a.pop(rax); // Game code hook skipped a.mov(eax, dword_ptr(rbx, 0x5084)); a.mov(rdi, rcx); a.jmp(0x1402D5A6A); }); const auto client_think_real_stub = utils::hook::assemble([](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::g_speed))); a.mov(eax, dword_ptr(rax, 0x10)); a.mov(word_ptr(rbx, 0x38), ax); a.pop(rax); // Game code hook skipped a.movzx(eax, word_ptr(rbx, 0x3C)); a.add(eax, dword_ptr(rbx, 0x48)); a.jmp(0x1402D6A9C); }); const auto jump_push_off_ladder = utils::hook::assemble([](utils::hook::assembler& a) { a.push(rax); a.mov(rax, qword_ptr(reinterpret_cast(&dvars::jump_ladderPushVel))); a.mulss(xmm7, dword_ptr(rax, 0x10)); a.mulss(xmm6, dword_ptr(rax, 0x10)); a.pop(rax); a.jmp(0x1401358C3); }); void jump_start_stub(game::pmove_t* pm, game::pml_t* pml, float /*height*/) { utils::hook::invoke(0x140135A90, pm, pml, dvars::jump_height->current.value); } void pm_player_trace_stub(game::pmove_t* pm, game::trace_t* results, const float* start, const float* end, const game::Bounds* bounds, int pass_entity_num, int content_mask) { utils::hook::invoke(0x14014A420, pm, results, start, end, bounds, pass_entity_num, content_mask); if (dvars::g_elevators->current.enabled) { results->startsolid = false; } } void pm_trace_stub(const game::pmove_t* pm, game::trace_t* results, const float* start, const float* end, const game::Bounds* bounds, int pass_entity_num, int content_mask) { utils::hook::invoke(0x14014A610, pm, results, start, end, bounds, pass_entity_num, content_mask); if (dvars::g_elevators->current.enabled) { results->allsolid = false; } } } class component final : public component_interface { public: void post_unpack() override { dvars::player_sustainAmmo = game::Dvar_RegisterBool("player_sustainAmmo", false, game::DVAR_FLAG_REPLICATED, "Firing weapon will not decrease clip ammo"); pm_weapon_use_ammo_hook.create(SELECT_VALUE(0x1403DD050, 0x140162B20), &pm_weapon_use_ammo_stub); if (game::environment::is_sp()) return; // Implement player ejection dvar dvars::g_playerEjection = game::Dvar_RegisterBool("g_playerEjection", true, game::DVAR_FLAG_REPLICATED, "Flag whether player ejection is on or off"); utils::hook::call(0x1402D5E4A, stuck_in_client_stub); // Implement player collision dvar dvars::g_playerCollision = game::Dvar_RegisterBool("g_playerCollision", true, game::DVAR_FLAG_REPLICATED, "Flag whether player collision is on or off"); utils::hook::call(0x1404563DA, cm_transformed_capsule_trace_stub); // SV_ClipMoveToEntity utils::hook::call(0x1401F7F8F, cm_transformed_capsule_trace_stub); // CG_ClipMoveToEntity // Implement bouncing dvar utils::hook::jump(0x14014DF91, pm_bouncing_stub_mp, true); dvars::pm_bouncing = game::Dvar_RegisterBool("pm_bouncing", false, game::DVAR_FLAG_REPLICATED, "Enable bouncing"); // Change jump_slowdownEnable dvar flags to just "replicated" utils::hook::set(0x140135992, game::DVAR_FLAG_REPLICATED); // Choosing the following min/max because the game would truncate larger values dvars::g_gravity = game::Dvar_RegisterInt("g_gravity", 800, std::numeric_limits::min(), std::numeric_limits::max(), game::DVAR_FLAG_REPLICATED, "Gravity in inches per second per second"); utils::hook::jump(0x1402D5A5D, client_end_frame_stub, true); utils::hook::nop(0x1402D5A69, 1); // Nop skipped opcode // Choosing the following min/max because the game would truncate larger values dvars::g_speed = game::Dvar_RegisterInt("g_speed", 190, std::numeric_limits::min(), std::numeric_limits::max(), game::DVAR_FLAG_REPLICATED, "Player speed"); utils::hook::jump(0x1402D6A8C, client_think_real_stub, true); utils::hook::nop(0x1402D6A98, 4); // Nop skipped opcodes auto* timescale = game::Dvar_RegisterFloat("timescale", 1.0f, 0.1f, 50.0f, game::DVAR_FLAG_REPLICATED, "Changes Timescale of the game"); utils::hook::inject(0x1403CF5B0 + 4, ×cale->current.value); // Com_GetTimeScale utils::hook::inject(0x1403D0BDD + 6, ×cale->current.value); // Com_Restart utils::hook::inject(0x1403D19C5 + 4, ×cale->current.value); // Com_SetSlowMotion utils::hook::inject(0x1403D1A25 + 4, ×cale->current.value); // Com_SetSlowMotion utils::hook::inject(0x1403D1A6B + 4, ×cale->current.value);// Com_SetSlowMotion utils::hook::inject(0x1403D1E2C + 4, ×cale->current.value); // Com_TimeScaleMsec utils::hook::inject(0x1403D219E + 4, ×cale->current.value); // Com_UpdateSlowMotion utils::hook::inject(0x1403D21C8 + 4, ×cale->current.value); //Com_UpdateSlowMotion dvars::jump_height = game::Dvar_RegisterFloat("jump_height", 39.0f, 0.0f, 1000.0f, game::DVAR_FLAG_REPLICATED, "The maximum height of a player's jump"); utils::hook::call(0x1401352FF, jump_start_stub); dvars::jump_ladderPushVel = game::Dvar_RegisterFloat("jump_ladderPushVel", 128.0f, 0.0f, 1024.0f, game::DVAR_FLAG_REPLICATED, "The velocity of a jump off of a ladder"); utils::hook::jump(0x1401358B3, jump_push_off_ladder, true); utils::hook::nop(0x1401358BF, 4); // Nop skipped opcodes dvars::g_elevators = game::Dvar_RegisterBool("g_elevators", false, game::DVAR_FLAG_REPLICATED, "Enable elevators"); utils::hook::call(0x140146134, pm_player_trace_stub); utils::hook::call(0x14014619B, pm_player_trace_stub); // Allow player to stand from prone/ducked utils::hook::call(0x140142AF6, pm_trace_stub); utils::hook::call(0x140142A1B, pm_trace_stub); utils::hook::call(0x14014298D, pm_trace_stub); } }; } REGISTER_COMPONENT(gameplay::component)