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7 changed files with 613 additions and 4 deletions

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@ -62,6 +62,7 @@ public:
NETVAR2(IsScoped, "DT_CSPlayer", "m_bIsScoped", bool);
NETVAR2(GetViewOffset, "DT_CSPlayer", "m_vecViewOffset[0]", Vector);
NETVAR2(GetVelocity, "DT_CSPlayer", "m_vecVelocity[0]", Vector);
int GetSequenceActivity(int sequence, studiohdr_t* hdr)
{
@ -114,7 +115,8 @@ public:
NETVAR2(GetTickBase, "DT_BasePlayer", "m_nTickBase", unsigned);
NETVAR2(GetObserverTarget, "DT_BasePlayer", "m_hObserverTarget", short);
NETVAR2(GetAccount, "DT_CSPlayer", "m_iAccount", int);
/*
bool isDormant()
{
@ -189,7 +191,21 @@ public:
NETVAR(GetScore, "CCSPlayerResource", "m_iScore", int[MAX_PLAYERS]);
NETVAR(IsVIP, "CCSPlayerResource", "m_iPlayerVIP", int[MAX_PLAYERS]);
NETVAR(GetTotalCashSpent, "CCSPlayerResource", "m_iTotalCashSpent", int[MAX_PLAYERS]);
NETVAR(GetCashSpentThisRound, "CCSPlayerResource", "m_iCashSpentThisRound", int[MAX_PLAYERS]);
NETVAR(GetMatchStats_CashEarned_Total, "CCSPlayerResource", "m_iMatchStats_CashEarned_Total", int[MAX_PLAYERS]);
NETVAR(IsAlive, "CCSPlayerResource", "m_bAlive", bool[MAX_PLAYERS]);
NETVAR(IsConnected, "CCSPlayerResource", "m_bConnected", bool[MAX_PLAYERS]);
static C_CS_PlayerResource** GetPlayerResource()
{
const auto team_arr_prop = C_CS_PlayerResource::GetTeamProp();
const auto team_prop = team_arr_prop->m_pDataTable->m_pProps;
const auto proxy_addr = std::uintptr_t(team_prop->m_ProxyFn);
printfdbg("PlayerResource proxy_addr ptr: %x\n", proxy_addr + 0x10);
return *reinterpret_cast<C_CS_PlayerResource***>(proxy_addr + 0x10);
}
};
class CBaseWeaponWorldModel : public C_BaseEntity
@ -221,7 +237,8 @@ public:
NETVAR2(GetBombDefuser, "DT_PlantedC4", "m_hBombDefuser", int);
NETVAR2(IsHaveBombDefuser, "DT_PlantedC4", "m_hBombDefuser", bool);
NETVAR2(GetBombSite, "DT_PlantedC4", "m_nBombSite", unsigned);
};
};
#endif

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@ -0,0 +1,307 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( GAMEMOVEMENT_H )
#define GAMEMOVEMENT_H
#ifdef _WIN32
#pragma once
#endif
#include "igamemovement.h"
#include "cmodel.h"
#include "vprof.h"
#define CTEXTURESMAX 512 // max number of textures loaded
#define CBTEXTURENAMEMAX 13 // only load first n chars of name
#define GAMEMOVEMENT_DUCK_TIME 1000 // ms
#define GAMEMOVEMENT_JUMP_TIME 510 // ms approx - based on the 21 unit height jump
#define GAMEMOVEMENT_JUMP_HEIGHT 21.0f // units
#define GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS ( TIME_TO_UNDUCK_MSECS ) // ms
#define GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS_INV ( GAMEMOVEMENT_DUCK_TIME - GAMEMOVEMENT_TIME_TO_UNDUCK_MSECS )
enum
{
SPEED_CROPPED_RESET = 0,
SPEED_CROPPED_DUCK = 1,
SPEED_CROPPED_WEAPON = 2,
};
struct surfacedata_t;
class CBasePlayer;
class CGameMovement : public IGameMovement
{
public:
DECLARE_CLASS_NOBASE( CGameMovement );
CGameMovement( void );
virtual ~CGameMovement( void );
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove );
virtual void Reset( void );
virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer );
virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer );
virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... );
virtual const Vector& GetPlayerMins( bool ducked ) const;
virtual const Vector& GetPlayerMaxs( bool ducked ) const;
virtual const Vector& GetPlayerViewOffset( bool ducked ) const;
virtual void SetupMovementBounds( CMoveData *pMove );
virtual bool IsMovingPlayerStuck( void ) const;
virtual CBasePlayer *GetMovingPlayer( void ) const;
virtual void UnblockPusher( CBasePlayer *pPlayer, CBaseEntity *pPusher );
// For sanity checking getting stuck on CMoveData::SetAbsOrigin
virtual void TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm );
// wrapper around tracehull to allow tracelistdata optimizations
void GameMovementTraceHull( const Vector& start, const Vector& end, const Vector &mins, const Vector &maxs, unsigned int fMask, ITraceFilter *pFilter, trace_t *pTrace );
#define BRUSH_ONLY true
virtual unsigned int PlayerSolidMask( bool brushOnly = false, CBasePlayer *testPlayer = NULL ) const; ///< returns the solid mask for the given player, so bots can have a more-restrictive set
CBasePlayer *player;
CMoveData *GetMoveData() { return mv; }
protected:
// Input/Output for this movement
CMoveData *mv;
int m_nOldWaterLevel;
float m_flWaterEntryTime;
int m_nOnLadder;
Vector m_vecForward;
Vector m_vecRight;
Vector m_vecUp;
// Does most of the player movement logic.
// Returns with origin, angles, and velocity modified in place.
// were contacted during the move.
virtual void PlayerMove( void );
// Set ground data, etc.
void FinishMove( void );
virtual float CalcRoll( const QAngle &angles, const Vector &velocity, float rollangle, float rollspeed );
// helper function for decaying punch angles over time with exponential and linear terms
void DecayAngles( QAngle& v, float fExp, float fLin, float dT );
virtual void DecayViewPunchAngle( void );
virtual void CheckWaterJump(void );
virtual void WaterMove( void );
virtual void WaterJump( void );
// Handles both ground friction and water friction
virtual void Friction( void );
virtual void AirAccelerate( Vector& wishdir, float wishspeed, float accel );
virtual void AirMove( void );
virtual bool CanAccelerate();
virtual void Accelerate( Vector& wishdir, float wishspeed, float accel);
// Only used by players. Moves along the ground when player is a MOVETYPE_WALK.
virtual void WalkMove( void );
// Try to keep a walking player on the ground when running down slopes etc
virtual void StayOnGround( void );
// Handle MOVETYPE_WALK.
virtual void FullWalkMove();
// allow overridden versions to respond to jumping
virtual void OnJump( float fImpulse ) {}
virtual void OnLand( float fVelocity ) {}
// Implement this if you want to know when the player collides during OnPlayerMove
virtual void OnTryPlayerMoveCollision( trace_t &tr ) {}
virtual const Vector& GetPlayerMins( void ) const; // uses local player
virtual const Vector& GetPlayerMaxs( void ) const; // uses local player
typedef enum
{
GROUND = 0,
STUCK,
LADDER,
LADDER_WEDGE
} IntervalType_t;
virtual int GetCheckInterval( IntervalType_t type );
// Useful for things that happen periodically. This lets things happen on the specified interval, but
// spaces the events onto different frames for different players so they don't all hit their spikes
// simultaneously.
bool CheckInterval( IntervalType_t type );
// Decompoosed gravity
virtual void StartGravity( void );
virtual void FinishGravity( void );
// Apply normal ( undecomposed ) gravity
virtual void AddGravity( void );
// Handle movement in noclip mode.
void FullNoClipMove( float factor, float maxacceleration );
// Returns true if he started a jump (ie: should he play the jump animation)?
virtual bool CheckJumpButton( void ); // Overridden by each game.
// Dead player flying through air., e.g.
virtual void FullTossMove( void );
// Player is a Observer chasing another player
void FullObserverMove( void );
// Handle movement when in MOVETYPE_LADDER mode.
virtual void FullLadderMove();
// The basic solid body movement clip that slides along multiple planes
virtual int TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL );
virtual bool LadderMove( void );
virtual bool OnLadder( trace_t &trace );
virtual float LadderDistance( void ) const { return 2.0f; } ///< Returns the distance a player can be from a ladder and still attach to it
virtual unsigned int LadderMask( void ) const { return MASK_PLAYERSOLID; }
virtual float ClimbSpeed( void ) const { return MAX_CLIMB_SPEED; }
virtual float LadderLateralMultiplier( void ) const { return 1.0f; }
// special case code when starting the Ladder MoveType
void OnStartMoveTypeLadder( void );
// See if the player has a bogus velocity value.
void CheckVelocity( void );
// Does not change the entities velocity at all
void PushEntity( Vector& push, trace_t *pTrace );
// Slide off of the impacting object
// returns the blocked flags:
// 0x01 == floor
// 0x02 == step / wall
virtual int ClipVelocity( Vector& in, Vector& normal, Vector& out, float overbounce );
// If pmove.origin is in a solid position,
// try nudging slightly on all axis to
// allow for the cut precision of the net coordinates
#ifdef PORTAL
virtual
#endif
int CheckStuck( void );
// Check if the point is in water.
// Sets refWaterLevel and refWaterType appropriately.
// If in water, applies current to baseVelocity, and returns true.
virtual bool CheckWater( void );
virtual void GetWaterCheckPosition( int waterLevel, Vector *pos );
// Determine if player is in water, on ground, etc.
virtual void CategorizePosition( void );
virtual void CheckParameters( void );
virtual void ReduceTimers( void );
virtual void CheckFalling( void );
virtual void PlayerRoughLandingEffects( float fvol );
void PlayerWaterSounds( void );
void ResetGetWaterContentsForPointCache();
int GetWaterContentsForPointCached( const Vector &point, int slot );
// Ducking
virtual void Duck( void );
virtual void HandleDuckingSpeedCrop();
virtual void FinishUnDuck( void );
virtual void FinishDuck( void );
virtual bool CanUnduck();
virtual void UpdateDuckJumpEyeOffset( void );
virtual bool CanUnDuckJump( trace_t &trace );
virtual void StartUnDuckJump( void );
virtual void FinishUnDuckJump( trace_t &trace );
virtual void SetDuckedEyeOffset( float duckFraction );
virtual void FixPlayerCrouchStuck( bool moveup );
float SplineFraction( float value, float scale );
virtual void CategorizeGroundSurface( trace_t &pm );
virtual bool InWater( void );
// Commander view movement
void IsometricMove( void );
// Traces the player bbox as it is swept from start to end
virtual CBaseHandle TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm );
// Checks to see if we should actually jump
void PlaySwimSound();
bool IsDead( void ) const;
// Figures out how the constraint should slow us down
float ComputeConstraintSpeedFactor( void );
virtual void SetGroundEntity( trace_t *pm );
virtual void StepMove( Vector &vecDestination, trace_t &trace );
bool CheckValidStandableGroundCandidate( trace_t &pm, float flStandableZ );
protected:
virtual ITraceFilter *LockTraceFilter( int collisionGroup );
virtual void UnlockTraceFilter( ITraceFilter *&pFilter );
// Performs the collision resolution for fliers.
void PerformFlyCollisionResolution( trace_t &pm, Vector &move );
virtual bool GameHasLadders() const;
enum
{
// eyes, waist, feet points (since they are all deterministic
MAX_PC_CACHE_SLOTS = 3,
};
// Cache used to remove redundant calls to GetPointContents() for water.
int m_CachedGetPointContents[ MAX_PLAYERS ][ MAX_PC_CACHE_SLOTS ];
Vector m_CachedGetPointContentsPoint[ MAX_PLAYERS ][ MAX_PC_CACHE_SLOTS ];
//private:
int m_iSpeedCropped;
bool m_bProcessingMovement;
bool m_bInStuckTest;
float m_flStuckCheckTime[MAX_PLAYERS+1][2]; // Last time we did a full test
// special function for teleport-with-duck for episodic
#ifdef HL2_EPISODIC
public:
void ForceDuck( void );
#endif
void *m_pTraceListData;
int m_nTraceCount;
};
#endif // GAMEMOVEMENT_H

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@ -0,0 +1,157 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( IGAMEMOVEMENT_H )
#define IGAMEMOVEMENT_H
#ifdef _WIN32
#pragma once
#endif
#include "vector.h"
#include "interface.h"
#include "imovehelper.h"
#include "const.h"
//-----------------------------------------------------------------------------
// Name of the class implementing the game movement.
//-----------------------------------------------------------------------------
#define INTERFACENAME_GAMEMOVEMENT "GameMovement001"
//-----------------------------------------------------------------------------
// Forward declarations.
//-----------------------------------------------------------------------------
class IMoveHelper;
//-----------------------------------------------------------------------------
// Purpose: Encapsulated input parameters to player movement.
//-----------------------------------------------------------------------------
class CMoveData
{
public:
bool m_bFirstRunOfFunctions : 1;
bool m_bGameCodeMovedPlayer : 1;
//bool m_bNoAirControl : 1;
EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client
int m_nImpulseCommand; // Impulse command issued.
QAngle m_vecViewAngles; // Command view angles (local space)
QAngle m_vecAbsViewAngles; // Command view angles (world space)
int m_nButtons; // Attack buttons.
int m_nOldButtons; // From host_client->oldbuttons;
float m_flForwardMove;
float m_flSideMove;
float m_flUpMove;
float m_flMaxSpeed;
float m_flClientMaxSpeed;
// Variables from the player edict (sv_player) or entvars on the client.
// These are copied in here before calling and copied out after calling.
Vector m_vecVelocity; // edict::velocity // Current movement direction.
//Vector m_vecTrailingVelocity;
//float m_flTrailingVelocityTime;
QAngle m_vecAngles; // edict::angles
QAngle m_vecOldAngles;
// Output only
float m_outStepHeight; // how much you climbed this move
Vector m_outWishVel; // This is where you tried
Vector m_outJumpVel; // This is your jump velocity
// Movement constraints (radius 0 means no constraint)
Vector m_vecConstraintCenter;
float m_flConstraintRadius;
float m_flConstraintWidth;
float m_flConstraintSpeedFactor;
//bool m_bConstraintPastRadius; ///< If no, do no constraining past Radius. If yes, cap them to SpeedFactor past radius
float u0[5];
void SetAbsOrigin( const Vector &vec );
const Vector &GetAbsOrigin() const;
//private:
Vector m_vecAbsOrigin; // edict::origin
};
inline const Vector &CMoveData::GetAbsOrigin() const
{
return m_vecAbsOrigin;
}
#if !defined( CLIENT_DLL ) && defined( _DEBUG )
// We only ever want this code path on the server side in a debug build
// and you have to uncomment the code below and rebuild to have the test operate.
//#define PLAYER_GETTING_STUCK_TESTING
#endif
#if !defined( PLAYER_GETTING_STUCK_TESTING )
// This is implemented with a more exhaustive test in gamemovement.cpp. We check if the origin being requested is
// inside solid, which it never should be
inline void CMoveData::SetAbsOrigin( const Vector &vec )
{
m_vecAbsOrigin = vec;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: The basic player movement interface
//-----------------------------------------------------------------------------
abstract_class IGameMovement
{
public:
virtual ~IGameMovement( void ) {}
// Process the current movement command
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove ) = 0;
virtual void Reset( void ) = 0;
virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ) = 0;
// Allows other parts of the engine to find out the normal and ducked player bbox sizes
virtual Vector const& GetPlayerMins( bool ducked ) const = 0;
virtual Vector const& GetPlayerMaxs( bool ducked ) const = 0;
virtual Vector const& GetPlayerViewOffset( bool ducked ) const = 0;
virtual bool IsMovingPlayerStuck( void ) const = 0;
virtual CBasePlayer *GetMovingPlayer( void ) const = 0;
virtual void UnblockPusher( CBasePlayer *pPlayer, CBaseEntity *pPusher ) = 0;
virtual void SetupMovementBounds( CMoveData *pMove ) = 0;
void ProcessMovement_v(C_BaseEntity* player, CMoveData* move) {
typedef bool(__thiscall* OriginalFn)(void*, C_BaseEntity*, CMoveData*);
getvfunc<OriginalFn>(this, 2)(this, player, move);
}
void StartTrackPredictionErrors_v(C_BaseEntity* player) {
typedef void(__thiscall* OriginalFn)(void*, C_BaseEntity*);
getvfunc<OriginalFn>(this, 4)(this, player);
}
void FinishTrackPredictionErrors_v(C_BaseEntity* player) {
typedef void(__thiscall* OriginalFn)(void*, C_BaseEntity*);
getvfunc<OriginalFn>(this, 5)(this, player);
}
};
#endif // IGAMEMOVEMENT_H

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@ -54,12 +54,18 @@ public:
virtual bool IsWorldEntity(const CBaseHandle& handle) = 0;
protected:
//protected:
static void SetSingleton(IMoveHelper* pMoveHelper) { sm_pSingleton = pMoveHelper; }
virtual ~IMoveHelper() {}
static IMoveHelper* sm_pSingleton;
void SetHost_v(C_BaseEntity* player) {
typedef void(__thiscall* OriginalFn)(void*, C_BaseEntity*);
getvfunc<OriginalFn>(this, 1)(this, player);
}
};
#define IMPLEMENT_MOVEHELPER() \
@ -70,5 +76,73 @@ inline IMoveHelper* MoveHelper()
return IMoveHelper::GetSingleton();
}
//movehelper_client.cpp
//https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/game/client/movehelper_client.cpp
class CMoveHelperClient : public IMoveHelper
{
public:
CMoveHelperClient(void);
virtual ~CMoveHelperClient(void);
char const* GetName(EntityHandle_t handle) const;
// touch lists
virtual void ResetTouchList(void);
virtual bool AddToTouched(const trace_t& tr, const Vector& impactvelocity);
virtual void ProcessImpacts(void);
// Numbered line printf
virtual void Con_NPrintf(int idx, char const* fmt, ...);
virtual bool PlayerFallingDamage(void);
virtual void PlayerSetAnimation(PLAYER_ANIM eAnim);
// These have separate server vs client impementations
virtual void StartSound(const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch);
virtual void StartSound(const Vector& origin, const char* soundname);
virtual void PlaybackEventFull(int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2);
virtual IPhysicsSurfaceProps* GetSurfaceProps(void);
virtual bool IsWorldEntity(const CBaseHandle& handle);
inline void SetHost(C_BaseEntity* host);
//private:
// results, tallied on client and server, but only used by server to run SV_Impact.
// we store off our velocity in the trace_t structure so that we can determine results
// of shoving boxes etc. around.
struct touchlist_t
{
Vector deltavelocity;
trace_t trace;
touchlist_t() {}
private:
touchlist_t(const touchlist_t& src);
};
CUtlVector<touchlist_t> m_TouchList;
C_BaseEntity* m_pHost;
};
//-----------------------------------------------------------------------------
// Indicates which entity we're going to move
//-----------------------------------------------------------------------------
inline void CMoveHelperClient::SetHost(C_BaseEntity* host)
{
m_pHost = host;
// In case any stuff is ever left over, sigh...
ResetTouchList();
}
#endif

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@ -259,6 +259,27 @@ public:
CPDumpPanel* m_pPDumpPanel;
#endif
bool InPrediction_v() {
typedef bool(__thiscall* o_in_prediction)(void*);
return getvfunc<o_in_prediction>(this, 10)(this);
}
void RunCommand_v(C_BaseEntity* player, CUserCmd* cmd, IMoveHelper* helper) {
typedef void(__thiscall* o_run_command)(void*, C_BaseEntity*, CUserCmd*, IMoveHelper*);
return getvfunc<o_run_command>(this, 19)(this, player, cmd, helper);
}
void SetupMove_v(C_BaseEntity* player, CUserCmd* cmd, IMoveHelper* helper, void* data) {
typedef void(__thiscall* o_setup_move)(void*, C_BaseEntity*, CUserCmd*, IMoveHelper*, void*);
return getvfunc<o_setup_move>(this, 20)(this, player, cmd, helper, data);
}
void FinishMove_v(C_BaseEntity* player, CUserCmd* cmd, void* data) {
typedef void(__thiscall* o_finish_move)(void*, C_BaseEntity*, CUserCmd*, void*);
return getvfunc<o_finish_move>(this, 21)(this, player, cmd, data);
}
};

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@ -7,6 +7,7 @@
#include "platform.h"
#include "dbg.h"
#include "gametrace.h"
class IMaterial;
class KeyValues;
@ -14,7 +15,7 @@ struct vcollide_t;
struct model_t;
class Vector;
class QAngle;
class CGameTrace;
//class CGameTrace;
struct cplane_t;
typedef CGameTrace trace_t;
struct studiohdr_t;

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@ -23,6 +23,13 @@
#include "minmax.h"
#include <cmath>
//#include <numbers>.
#define pi_v 3.14159265358979323846
template <typename T> constexpr auto deg2rad(T degrees) noexcept { return degrees * (static_cast<T>(pi_v) / static_cast<T>(180)); }
template <typename T> constexpr auto rad2deg(T radians) noexcept { return radians * (static_cast<T>(180) / static_cast<T>(pi_v)); }
#define X_INDEX 0
#define Y_INDEX 1
#define Z_INDEX 2
@ -150,6 +157,26 @@ public:
private:
Vector(const Vector& vOther);
#endif
inline Vector toAngle() const
{
return Vector{ rad2deg(std::atan2(-z, std::hypot(x, y))),
rad2deg(std::atan2(y, x)),
0.0f };
}
static auto fromAngle(const Vector& angle)
{
return Vector{ std::cos(deg2rad(angle.x)) * std::cos(deg2rad(angle.y)),
std::cos(deg2rad(angle.x)) * std::sin(deg2rad(angle.y)),
-std::sin(deg2rad(angle.x)) };
}
auto length2D() const noexcept
{
return std::sqrt(x * x + y * y);
}
};
FORCEINLINE void NetworkVarConstruct(Vector& v) { v.Zero(); }
@ -1893,4 +1920,9 @@ inline bool Vector::IsLengthLessThan(float val) const
return LengthSqr() < val * val;
}
#endif