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CameraTweaks.cpp
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CameraTweaks.cpp
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#include <iostream>
#include "dllmain.h"
#include "Patches.h"
#include "Settings.h"
float fDefaultC_RANGE = 59.0f;
float fCameraPosX_backup;
int m_trans_type_1B4; // Seems to be related to camera type?
float* C_RANGE_1097;
float* CamSmth__m_ratio_FC;
float* fCameraPosX; // m_direction_ratio_208
float* fCameraPosY; // m_depression_ratio_204
float* wepPitch; // m3r.y
float* fMousePosX;
float* fMousePosY;
int8_t* AnalogRX_8;
int8_t* AnalogRY_9;
uintptr_t* knife_r3_set40_jmpAddr;
double CameraControl__getCameraPitch_hook()
{
if (!re4t::cfg->bCameraImprovements)
return 0.0;
if (isController())
return 0.0;
// We originally used fCameraPosY, but that value gets reset early in some cases, such as when using the knife, leading
// to it always reading "0.0". This really makes me think this whole CameraControl::getCameraPitch() stuff either never got too far into the
// game's development, or everything was stripped right after the GC release, with future changes not accounting for this legacy feature.
double angle = (*fMousePosY * 127.0f) / *C_RANGE_1097;
// Invert the value if needed.
if (!FlagIsSet(SystemSavePtr()->flags_CONFIG_0, uint32_t(Flags_CONFIG::CFG_AIM_REVERSE)))
angle = -angle;
// By default we need to decrease the positive Y value a bit.
// This value can change depending on the weapon.
double dFactor = 3.0;
switch (GlobalPtr()->weapon_no_4FC0){
case 0x2E: // PRL 412
case 0x0F: // Handcannon
dFactor = 2.0;
}
if (angle > 0)
angle /= dFactor;
// Scale the value down a bit if Ashley is present due to camera shenanigans.
if (m_trans_type_1B4 == 1)
angle = angle - (angle / 4);
return angle;
}
// MakeInline apparently can't change regs.esp, so we need to hook this differently.
void __declspec(naked) knife_r3_set40_hook()
{
__asm {pushad}
if (re4t::cfg->bCameraImprovements)
{
__asm
{
popad
mov eax, 0x1 // Manipulate the test and jne instructions that comes a bit after this.
add esp, 0x8
test eax, eax
jmp knife_r3_set40_jmpAddr
}
}
else
{
__asm
{
popad
add esp, 0x8
test eax, eax
jmp knife_r3_set40_jmpAddr
}
}
}
void re4t::init::CameraTweaks()
{
auto pattern = hook::pattern("E8 ? ? ? ? D9 5D EC D9 EE D9 45 EC");
InjectHook(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), CameraControl__getCameraPitch_hook, PATCH_JUMP);
pattern = hook::pattern("D9 05 ? ? ? ? D9 C0 DE FA D9 C9 74");
C_RANGE_1097 = (float*)*pattern.count(1).get(0).get<uint32_t>(2);
pattern = hook::pattern("D9 1D ? ? ? ? 8B 8B ? ? ? ? 8B 11 8B 42 ? FF D0 8B B3");
CamSmth__m_ratio_FC = (float*)*pattern.count(1).get(0).get<uint32_t>(2);
pattern = hook::pattern("D9 15 ? ? ? ? D9 1D ? ? ? ? C3 CC CC CC CC CC CC CC CC CC CC CC CC CC CC CC CC CC 55");
fCameraPosY = (float*)*pattern.count(1).get(0).get<uint32_t>(2);
fCameraPosX = fCameraPosY + 1;
pattern = hook::pattern("D8 0D ? ? ? ? D9 C9 DE CA DE C1 D9 1D ? ? ? ? D9 05 ? ? ? ? D9");
wepPitch = (float*)*pattern.count(1).get(0).get<uint32_t>(2);
pattern = hook::pattern("D9 05 ? ? ? ? D8 D1 DF E0 D9 05");
fMousePosX = (float*)*pattern.count(1).get(0).get<uint32_t>(2);
fMousePosY = fMousePosX + 1;
pattern = hook::pattern("A2 ? ? ? ? EB ? DD D8 8B 0D");
AnalogRX_8 = (int8_t*)*pattern.count(1).get(0).get<uint32_t>(1);
AnalogRY_9 = AnalogRX_8 + 1;
// Hook PadRead to change the camera sensitivity
pattern = hook::pattern("74 ? dd 05 ? ? ? ? eb ? dd 05 ? ? ? ? dc f9");
struct CameraSens
{
void operator()(injector::reg_pack& regs)
{
double dMouseMulti = 0;
// Original code
if (GetMouseAimingMode() == MouseAimingModes::Modern)
dMouseMulti = 20.0;
else // Classic
dMouseMulti = 70.0;
dMouseMulti /= (double)re4t::cfg->fCameraSensitivity;
__asm {fld dMouseMulti}
}
}; injector::MakeInline<CameraSens>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(16));
// Hook CameraSmooth::move to make the camera a bit more responsive
pattern = hook::pattern("8B 15 ? ? ? ? D9 42 ? 83 C4 ? E8 ? ? ? ? D9 5D ? D9 45 ? 51 D9 5D");
struct CSMoveCamDelta
{
void operator()(injector::reg_pack& regs)
{
// Original multi was just deltaTime
float fNewMulti = GlobalPtr()->deltaTime_70;
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
fNewMulti *= 1.5f;
// Code we replaced
__asm {fld fNewMulti}
regs.eax = (uint32_t)GlobalPtr();
}
}; injector::MakeInline<CSMoveCamDelta>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(9));
// Hook CameraQuasiFPS::checkCameraType to store m_trans_type_1B4, so we can check it inside getCameraPitch
pattern = hook::pattern("0F B6 86 ? ? ? ? 8B 94 86 ? ? ? ? 89 96");
struct checkCameraTypeHook
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.eax = *(uint8_t*)(regs.esi + 0x1B4);
m_trans_type_1B4 = regs.eax;
}
}; injector::MakeInline<checkCameraTypeHook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// When aiming, this section changes the float used to populate AnalogRY_9 from absolute value to delta value.
// After aiming, that value is never restored to what it was before.
// Keeping the value from being changed at all doesn't seem to have any side-effects.
pattern = hook::pattern("D9 15 ? ? ? ? D9 15 ? ? ? ? D9 C9 83 FB");
struct PadReadResetXYAim
{
void operator()(injector::reg_pack& regs)
{
// We backup this value here to use it in our quickturn workaround.
if (*fCameraPosX != 0.0f)
fCameraPosX_backup = *fCameraPosX;
if (!re4t::cfg->bCameraImprovements || isController())
{
float tmp = 0.0f;
float tmp2 = 0.0f;
__asm
{
fst tmp
fst tmp2
}
*fMousePosX = tmp;
*fMousePosY = tmp2;
}
}
}; injector::MakeInline<PadReadResetXYAim>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(12));
// Same thing happens here.
pattern = hook::pattern("D9 85 ? ? ? ? D9 15 ? ? ? ? D9 85 ? ? ? ? D9 15 ? ? ? ? EB");
struct PadReadResetXYAim2
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements || isController())
{
*fMousePosX = *(float*)(regs.ebp - 0x508);
*fMousePosY = *(float*)(regs.ebp - 0x50C);
}
}
}; injector::MakeInline<PadReadResetXYAim2>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(24));
// Replace AnalogRX with a float instead. Provides much smoother camera movement
// when using the camera's full range (tweaked C_RANGE_1097 value).
pattern = hook::pattern("DB 45 ? D9 5D ? D9 45 ? D9 C0 D9 EE");
struct calcDepressionRatioAnalogRX
{
void operator()(injector::reg_pack& regs)
{
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
{
// Invert the X float if it reaches its limit.
// Makes it so we can fully rotate the camera.
if ((*fMousePosX == 1.0f) || (*fMousePosX == -1.0f))
{
*fCameraPosX = -*fCameraPosX;
*fMousePosX = -*fMousePosX;
}
// Gives the camera full range.
*C_RANGE_1097 = 42.3f;
*(float*)(regs.ebp - 0x8) = *fMousePosX * 127.0f;
}
else
{
*C_RANGE_1097 = fDefaultC_RANGE;
*(float*)(regs.ebp - 0x8) = (float)*AnalogRX_8;
}
}
}; injector::MakeInline<calcDepressionRatioAnalogRX>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Same as before, but for the Y
pattern = hook::pattern("DB 45 ? D9 05 ? ? ? ? D9 C0 DE FA");
struct calcDepressionRatioAnalogRY
{
void operator()(injector::reg_pack& regs)
{
float fNewY;
float range = *C_RANGE_1097;
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
fNewY = -(*fMousePosY * 127.0f);
else
fNewY = (float)*AnalogRY_9;
__asm
{
fld fNewY
fld range
}
}
}; injector::MakeInline<calcDepressionRatioAnalogRY>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(9));
// Keep fMousePosX at 0 while aiming to avoid possible weirdness.
pattern = hook::pattern("D9 9E ? ? ? ? D9 EE 5F D9 9E ? ? ? ? 5E 8B E5 5D C3 83 3D");
struct calcDepressionRatioKeepXYZero
{
void operator()(injector::reg_pack& regs)
{
// We backup this value here to use it in our quickturn workaround.
if (*fCameraPosX != 0.0f)
fCameraPosX_backup = *fCameraPosX;
float tmp = 0.0f;
__asm {fstp tmp}
*(float*)(regs.esi + 0x204) = tmp;
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
{
*fMousePosX = 0.0f;
if (re4t::cfg->bResetCameraAfterUsingWeapons)
*fMousePosY = 0.0f;
}
}
}; injector::MakeInline<calcDepressionRatioKeepXYZero>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Hook CameraControl::Move to freeze fMousePosY/X when needed.
pattern = hook::pattern("D9 1D ? ? ? ? 8B 8B ? ? ? ? 8B 11 8B 42 ? FF D0 8B B3");
struct ccMoveHook
{
void operator()(injector::reg_pack& regs)
{
*fMousePosX = 0.0f;
*fMousePosY = 0.0f;
// Code we replaced
float tmp = 0.0f;
__asm {fstp tmp}
*CamSmth__m_ratio_FC = tmp;
}
}; injector::MakeInline<ccMoveHook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Hook pl_R1_Walk to provide the option to reset the camera pos when the player starts running.
// Only relevant if MouseTurning is off, really.
pattern = hook::pattern("c7 86 ? ? ? ? ? ? ? ? c6 86 ? ? ? ? ? db 45");
struct pl_R1_Walk_runReset
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
*(uint32_t*)(regs.esi + 0xFC) = 0x4020300;
if (re4t::cfg->bCameraImprovements
&& re4t::cfg->bResetCameraWhenRunning
&& !re4t::cfg->bUseMouseTurning
&& isKeyboardMouse())
{
*fMousePosX = 0.0f;
*fMousePosY = 0.0f;
*fCameraPosX = 0.0f;
*fCameraPosY = 0.0f;
}
}
}; injector::MakeInline<pl_R1_Walk_runReset>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(10));
// Reset AnalogRX_8 and fMousePosX when aiming begins
pattern = hook::pattern("8B EC 8B 45 ? 8B 08 89 0D ? ? ? ? 8B 50 ? 89 15 ? ? ? ? 8B 40");
struct CamCtrlShoulderSetAimHook
{
void operator()(injector::reg_pack& regs)
{
regs.ebp = regs.esp;
regs.eax = *(uint32_t*)(regs.ebp + 0x8);
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
{
// Reseting AnalogRX_8 here fixes a weird issue that would occur in the vanilla game.
// When turning the camera to the side, pressing the aim button, and then releasing it, the camera
// would turn to face the same "angle" it was before aiming. It is weird to explain.
// I believe all these quirks were introduced when QLOC decided to hack their way around the original camera functions
// to add mouse freelook, which uses absolute position, while keeping the aiming's delta position using the same
// AnalogRY and AnalogRX vars. Not sure how hard it would have been to just split those up, but who knows.
*fMousePosX = 0.0f;
*AnalogRX_8 = 0;
}
}
}; injector::MakeInline<CamCtrlShoulderSetAimHook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
// This section resets the camera X pos to 0 if we turn while walking.
// Maybe useful for controllers(?), but it is getting in our way for KB/M.
pattern = hook::pattern("D9 15 ? ? ? ? D9 1D ? ? ? ? EB ? DD D8 A1");
struct PadReadXreset
{
void operator()(injector::reg_pack& regs)
{
// MouseTurn type A needs this regardless of whether or not CameraImprovements is enabled.
if (!re4t::cfg->bCameraImprovements && !(re4t::cfg->bUseMouseTurning && (re4t::cfg->iMouseTurnType == MouseTurnTypes::TypeA)))
{
float tmp = 0.0f;
__asm {fst tmp}
*fMousePosX = tmp;
}
}
}; injector::MakeInline<PadReadXreset>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Same as before, but for the Y pos
struct PadReadYreset
{
void operator()(injector::reg_pack& regs)
{
float tmp = 0.0f;
__asm {fstp tmp}
// MouseTurn type A needs this regardless of whether or not CameraImprovements is enabled.
if (!re4t::cfg->bCameraImprovements && !(re4t::cfg->bUseMouseTurning && (re4t::cfg->iMouseTurnType == MouseTurnTypes::TypeA)))
{
*fMousePosY = tmp;
}
}
}; injector::MakeInline<PadReadYreset>(pattern.count(1).get(0).get<uint32_t>(6), pattern.count(1).get(0).get<uint32_t>(12));
// This section resets the camera Y pos to 0 after we stop aiming.
// Same deal as before.
pattern = hook::pattern("D9 15 ? ? ? ? 83 FB ? 75 ? 83 BD ? ? ? ? ? 75");
struct PadReadYAfterAimReset
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements && isKeyboardMouse())
{
*fMousePosY = 0.0f;
}
}
}; injector::MakeInline<PadReadYAfterAimReset>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Due to our getCameraPitch hook potentially returning values higher than 1.0/lower than -1.0, we have to
// make sure here that wepPitch is within bounds.
// Clamping it inside our getCameraPitch hook doesn't work, because PlWepLockRand does something weird to the value afterwards.
// This is just easier.
pattern = hook::pattern("D9 15 ? ? ? ? 83 C4 ? D9 05 ? ? ? ? D9 C0 D9 EE DA E9 DF E0 F6 C4 ? 7A ? D9 C9 D9 1D");
struct PlWepLockCtrlPitchClamp
{
void operator()(injector::reg_pack& regs)
{
// Reset fCameraPosX_backup after it has been used.
fCameraPosX_backup = 0.0f;
float tmp = 0.0f;
__asm {fst tmp}
if (!re4t::cfg->bCameraImprovements || isController())
*wepPitch = tmp;
else
*wepPitch = std::clamp(tmp, -1.0f, 1.0f);
}
}; injector::MakeInline<PlWepLockCtrlPitchClamp>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Clamp in PlSetLockPitch as well, just to be safe
pattern = hook::pattern("D9 15 ? ? ? ? D9 E8 D9 EE DC E9 D9 C2 DE CA DE CA");
injector::MakeInline<PlWepLockCtrlPitchClamp>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Customize the camera Y clamping code
auto pattern_begin = hook::pattern("D9 05 ? ? ? ? D8 96 ? ? ? ? DF E0 F6 C4 ? 74 ? DD D8");
auto pattern_end = hook::pattern("D9 86 ? ? ? ? D9 5D ? D9 45 ? D9 9E");
struct calcDepressionRatio_yClamp
{
void operator()(injector::reg_pack& regs)
{
// Vanilla game clamps fCameraPosY here, but that value is derived from fMousePosY. This would make it so
// the camera would reach its limit, but fMousePosY would continue increasing until reaching 1.0f, making it so
// you had to move the mouse all the way down before fCameraPosY would begin decreasing again.
// This solution is just better. We also allow fCameraPosY to go a bit above/beyond 1.0f/-1.0f to give a bit more
// range to the camera.
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
*fMousePosY = std::clamp(*fMousePosY, -0.44f, 0.44f);
else // Vanilla behavior.
{
// The original code here was used just to clamp the fCameraPosY value.
// Since hacking around (while still leaving the option to enable/disable our changes on the fly)
// proved to be a pain, we just replace everything with std::clamp. Seems to work fine.
*fCameraPosY = std::clamp(*fCameraPosY, -1.0f, 1.0f);
}
}
}; injector::MakeInline<calcDepressionRatio_yClamp>(pattern_begin.count(1).get(0).get<uint32_t>(0), pattern_end.count(1).get(0).get<uint32_t>(0));
// Wep adjustments
{
// Enables an alternative code path that skips having to wait for the initial ready animation to be finished
// before the aim moves to the correct place. Looks like this was added for Wii support, since it is originally
// checking for WPadMode. We repalce the WPadMode check with our own bool here. Making it check for both would
// be possible, and probably necessary if someone ever tries to restore Wii remote support, I guess.
// Generic struct to replace the WPadMode cmp
struct cmp_jne
{
void operator()(injector::reg_pack& regs)
{
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
regs.ef |= (1 << regs.zero_flag);
else
regs.ef &= ~(1 << regs.zero_flag);
}
};
// wep02_r3_ready00 -> Handguns
auto pattern = hook::pattern("83 3D ? ? ? ? ? 75 ? E8 ? ? ? ? 32 C9");
injector::MakeInline<cmp_jne>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// wep07_r3_ready00 -> Shotguns
pattern = hook::pattern("39 1D ? ? ? ? 75 2A 88 9E ? ? ? ? 8B 0D ? ? ? ? 8B 41 44");
injector::MakeInline<cmp_jne>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// wep11_r3_ready00 -> Machine guns
pattern = hook::pattern("39 1D ? ? ? ? 75 ? C6 86 ? ? ? ? ? 8B 15 ? ? ? ? 0F B6 8A");
injector::MakeInline<cmp_jne>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// wep14_r3_ready00 -> Mine thrower
// This one is a bit different. We just need to not let the function set wepPitch to 0.
pattern = hook::pattern("D9 15 ? ? ? ? 5F D9 15 ? ? ? ? D9 1D");
struct wep14_r3_ready00WepPitchReset
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements || isController())
{
*wepPitch = 0.0f;
}
}
}; injector::MakeInline<wep14_r3_ready00WepPitchReset>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// wep51_r3_ready00 -> PRL 412
pattern = hook::pattern("83 3D ? ? ? ? ? DC 0D ? ? ? ? D9 5D ? D9 45 ? D9 15 ? ? ? ? D9 15 ? ? ? ? D9 C9 D9 15 ? ? ? ? 75");
injector::MakeInline<cmp_jne>(pattern.count(3).get(1).get<uint32_t>(0), pattern.count(3).get(1).get<uint32_t>(7));
pattern = hook::pattern("83 3D ? ? ? ? ? 0F 85 ? ? ? ? 80 3D ? ? ? ? ? 74 ? A1 ? ? ? ? D9 86 ? ? ? ? 8B 50");
injector::MakeInline<cmp_jne>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
pattern = hook::pattern("D9 15 ? ? ? ? D9 15 ? ? ? ? C6 05 ? ? ? ? ? D9 1D ? ? ? ? 5F");
struct wep51_r3_ready00_3
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements || isController())
{
*wepPitch = 0.0f;
}
}
}; injector::MakeInline<wep51_r3_ready00_3>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// wep28_r3_ready00 -> Krauser's bow
pattern = hook::pattern("39 1D ? ? ? ? 75 ? D9 EE 6A ? D9 15 ? ? ? ? 6A");
injector::MakeInline<cmp_jne>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
/*
// wep50_r3_ready00 -> Ada's bowgun. ## -->> Disabled because this path doesn't have the 30fps-on-60fps flag enabled, and that
// is necessary to avoid a small glitch in the animation. Adding the flag causes even more glitches in the animation, sadly.
pattern = hook::pattern("83 3D ? ? ? ? ? 0F 85 ? ? ? ? C6 86 ? ? ? ? ? 80 3D ? ? ? ? ? 74 6F");
struct wep50_r3_ready00
{
void operator()(injector::reg_pack& regs)
{
if (re4t::cfg->bCameraImprovements)
regs.ef |= (1 << regs.zero_flag);
else
regs.ef &= ~(1 << regs.zero_flag);
}
}; injector::MakeInline<wep50_r3_ready00>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
*/
// As a workaround to the bowgun issue above, we just skip the bowgun's initial animation.
pattern = hook::pattern("6A ? 6A ? E8 ? ? ? ? 83 C4 ? 8B CE E8 ? ? ? ? 85 C0 74 ? C7 86");
struct wep50_r3_ready10
{
void operator()(injector::reg_pack& regs)
{
if ((bool)regs.eax || (re4t::cfg->bCameraImprovements && isKeyboardMouse()))
{
*(uint32_t*)(regs.esi + 0xFC) = 0x10600;
// This workaround breaks quickturning, so we implement our own replacement here.
float factor = fCameraPosX_backup * 0.8f;
PlayerPtr()->ang_A0.y += factor;
*fMousePosX += factor;
}
}
}; injector::MakeInline<wep50_r3_ready10>(pattern.count(1).get(0).get<uint32_t>(21), pattern.count(1).get(0).get<uint32_t>(33));
// wep19_r3_ready00 -> Grenades
// Stop it from reseting the Y pos.
pattern = hook::pattern("D9 15 ? ? ? ? 6A ? D9 15 ? ? ? ? 6A ? D9 1D ? ? ? ? 6A ? 8B 8E");
struct wep19_r3_ready00
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements || isController())
*wepPitch = 0.0f;
}
}; injector::MakeInline<wep19_r3_ready00>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// knife_r3_set40 -> Knife.
// The knife doesn't have the alternate Wii path, so we do someting similar to Ada's bowgun workaround from earlier.
pattern = hook::pattern("83 C4 ? 85 C0 75 ? 8B 0D ? ? ? ? 8B C1");
injector::MakeNOP(pattern.count(1).get(0).get<uint32_t>(0), 5, true);
knife_r3_set40_jmpAddr = pattern.count(1).get(0).get<uintptr_t>(5);
injector::MakeJMP(pattern.count(1).get(0).get<uint32_t>(0), knife_r3_set40_hook);
// Implement quickturning with the knife. Not sure why this isn't a vanilla feature.
pattern = hook::pattern("8B 8E ? ? ? ? 80 79 ? ? 7E ? 6A ? E8 ? ? ? ? 6A ? 8B");
struct KnifeQuickTurn
{
void operator()(injector::reg_pack& regs)
{
regs.ecx = *(uint32_t*)(regs.esi + 0x7D8);
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
{
PlayerPtr()->ang_A0.y += fCameraPosX_backup;
*fMousePosX += fCameraPosX_backup;
// Reset fCameraPosX_backup after it has been used.
fCameraPosX_backup = 0.0f;
}
}
}; injector::MakeInline<KnifeQuickTurn>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Hook knife_r3_down00 to make m_Work0_428 0 instead of 1. Keeps the camera/aim position from being reset in certain situations.
pattern = hook::pattern("c7 86 ? ? ? ? ? ? ? ? eb ? e8 ? ? ? ? 8b 75");
struct knife_r3_down00_Work
{
void operator()(injector::reg_pack& regs)
{
if (re4t::cfg->bCameraImprovements && isKeyboardMouse())
{
*(uint32_t*)(regs.esi + 0x428) = 0;
}
else
*(uint32_t*)(regs.esi + 0x428) = 1;
}
}; injector::MakeInline<knife_r3_down00_Work>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(10));
// Keep the knife from writing 0 to Stick*Float when the animation ends
pattern = hook::pattern("D9 15 ? ? ? ? 89 0D ? ? ? ? D9 15 ? ? ? ? 89 0D ? ? ? ? 89 0D");
struct PadReadKnifeResetX
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements || isController())
{
*fMousePosX = 0.0f;
}
}
}; injector::MakeInline<PadReadKnifeResetX>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
pattern = hook::pattern("D9 15 ? ? ? ? 89 0D ? ? ? ? 89 0D ? ? ? ? 66 C7 05 ? ? ? ? ? ? 66");
struct PadReadKnifeResetY
{
void operator()(injector::reg_pack& regs)
{
if (!re4t::cfg->bCameraImprovements || re4t::cfg->bResetCameraAfterUsingKnife || isController())
{
*fMousePosY = 0.0f;
}
}
}; injector::MakeInline<PadReadKnifeResetY>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
}
}