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MouseTurning.cpp
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MouseTurning.cpp
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#include <iostream>
#include "dllmain.h"
#include "Patches.h"
#include "Settings.h"
#include "input.hpp"
uintptr_t* ptrKnife_r3_downMovAddr;
int32_t* MouseDeltaX;
int32_t* MouseDeltaY;
std::vector<uint32_t> mouseTurnModifierCombo;
bool ParseMouseTurnModifierCombo(std::string_view in_combo)
{
if (in_combo.empty())
return false;
mouseTurnModifierCombo.clear();
mouseTurnModifierCombo = re4t::cfg->ParseKeyCombo(in_combo);
return mouseTurnModifierCombo.size() > 0;
}
bool bPrevMouseTurnState = false;
bool bMouseTurnStateChanged = false;
bool isMouseTurnEnabled()
{
bool modifierPressed = pInput->is_combo_down(&mouseTurnModifierCombo);
bool state = re4t::cfg->bUseMouseTurning;
// Invert mouse turning setting if modifier pressed
// If mouse turning enabled: modifier disables turning, allows camera movement
// If mouse turning disabled: modifier enables mouse turning temporarily
// (if user wants to completely disable mouse turning, they can clear the combination)
if (modifierPressed)
state = !state;
bMouseTurnStateChanged = bPrevMouseTurnState != state;
// Reset camera position if modifier is pressed
if (bMouseTurnStateChanged)
{
*fMousePosX = 0.0f;
*AnalogRX_8 = 0;
}
bPrevMouseTurnState = state;
return state;
}
void MouseTurn(float TurnDelayFactor = 10.0f)
{
if (isController())
return;
if (!isMouseTurnEnabled())
return;
if ((re4t::cfg->iMouseTurnType == MouseTurnTypes::TypeA))
{
// This has to be changed based on C_RANGE_1097
float fRangeMulti;
if (re4t::cfg->bCameraImprovements)
fRangeMulti = 3.0f;
else
fRangeMulti = 2.0f;
// TurnDelayFactor is used to alter how long it will take for the player rotation to reach the camera rotation.
// Higher values = slower speed.
float factor = (*fCameraPosX / TurnDelayFactor) * GlobalPtr()->deltaTime_70;
PlayerPtr()->ang_A0.y += factor;
*fMousePosX += factor / fRangeMulti;
}
else // Type B
{
float SpeedMulti = 450.0f / GlobalPtr()->deltaTime_70; // 900.0f;
// "Classic" aiming mode (0x00) needs lower sensitivity here.
if (GetMouseAimingMode() == MouseAimingModes::Classic)
SpeedMulti = 650.0f / GlobalPtr()->deltaTime_70;
PlayerPtr()->ang_A0.y += (-*MouseDeltaX / SpeedMulti) * re4t::cfg->fTurnTypeBSensitivity;
}
}
bool __cdecl KeyOnCheck_hook(KEY_BTN a1)
{
// Enable the turning animation/action if the mouse is moving
// Type A doesn't need this
if (re4t::cfg->iMouseTurnType == MouseTurnTypes::TypeA)
return bio4::KeyOnCheck_0(a1);
bool ret = false;
bool isMovingMouse = false;
if (a1 == KEY_BTN::KEY_LEFT)
isMovingMouse = (*MouseDeltaX < 0);
else if (a1 == KEY_BTN::KEY_RIGHT)
isMovingMouse = (*MouseDeltaX > 0);
switch (LastUsedDevice()) {
case InputDevices::DinputController:
case InputDevices::XinputController:
//if (re4t::cfg->bAnalogTurning && isTurning)
// ret = true;
//else
ret = bio4::KeyOnCheck_0(a1);
break;
case InputDevices::Keyboard:
case InputDevices::Mouse:
if (isMouseTurnEnabled() && isMovingMouse)
ret = true;
else
ret = bio4::KeyOnCheck_0(a1);
break;
}
return ret;
}
void re4t::init::MouseTurning()
{
auto pattern = hook::pattern("DB 05 ? ? ? ? D9 45 ? D9 C0 DE CA D9 C5");
MouseDeltaX = (int32_t*)*pattern.count(1).get(0).get<uint32_t>(2);
MouseDeltaY = MouseDeltaX + 1;
// Keep CameraXpos at 0f while isMouseTurnEnabled
pattern = hook::pattern("D9 05 ? ? ? ? DE C2 D9 C9 D9 1D ? ? ? ? D9 85");
struct CameraPositionWriter
{
void operator()(injector::reg_pack& regs)
{
float CameraXpos;
switch (LastUsedDevice()) {
case InputDevices::DinputController:
case InputDevices::XinputController:
CameraXpos = *fMousePosX;
break;
case InputDevices::Keyboard:
case InputDevices::Mouse:
if (isMouseTurnEnabled() && (re4t::cfg->iMouseTurnType == MouseTurnTypes::TypeB)) // Camera should be free for Type A
CameraXpos = 0.0f;
else
CameraXpos = *fMousePosX;
break;
}
_asm {fld CameraXpos}
}
}; injector::MakeInline<CameraPositionWriter>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(6));
// Trigger left turn
pattern = hook::pattern("E8 ? ? ? ? 83 C4 ? 84 C0 74 ? C7 86 ? ? ? ? ? ? ? ? 5E B8 ? ? ? ? 5B 8B E5 5D C3 8A 86");
InjectHook(pattern.count(1).get(0).get<uint32_t>(0), KeyOnCheck_hook, PATCH_CALL);
// Trigger right turn
pattern = hook::pattern("E8 ? ? ? ? 83 C4 ? 84 C0 74 ? C7 86 ? ? ? ? ? ? ? ? 5E B8 ? ? ? ? 5B 8B E5 5D C3 53");
InjectHook(pattern.count(1).get(0).get<uint32_t>(0), KeyOnCheck_hook, PATCH_CALL);
// pl_R1_Turn (left and right separated) TODO: Combine them?
pattern = hook::pattern("A1 ? ? ? ? 83 E0 ? 33 C9 0B C1 75 ? 89 9E");
struct pl_R1_Turn_left
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.eax = (uint32_t)Key_btn_on();
switch (LastUsedDevice()) {
case InputDevices::DinputController:
case InputDevices::XinputController:
break;
case InputDevices::Keyboard:
case InputDevices::Mouse:
// Get pointer to cModel->MotInfo_1D8
MOTION_INFO* mi_ptr = (MOTION_INFO*)(regs.esi + 0x1D8);
// Check if default key is being pressed
bool isPressingDefaultKey = ((Key_btn_on() & (uint64_t)KEY_BTN::KEY_LEFT) == (uint64_t)KEY_BTN::KEY_LEFT);
// Make game go back to the default procedure if the user started to hold the default key after moving the mouse
if (isPressingDefaultKey && (mi_ptr->Mot_attr_40 == 4))
regs.eax = 0;
else if (isMouseTurnEnabled() && (*MouseDeltaX < -3) && !isPressingDefaultKey)
{
// Setting this flag to 4 makes MotionMove not apply any rotation/position changes
// Very lucky for us, but I'm not sure what the real intent of this value/flag even is
mi_ptr->Mot_attr_40 = 4;
regs.eax = 0x8;
MouseTurn();
}
break;
}
}
}; injector::MakeInline<pl_R1_Turn_left>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
pattern = hook::pattern("A1 ? ? ? ? 83 E0 ? 33 C9 0B C1 75 ? 89 8E");
struct pl_R1_Turn_right
{
void operator()(injector::reg_pack& regs)
{
// Code we replaced
regs.eax = (uint32_t)Key_btn_on();
switch (LastUsedDevice()) {
case InputDevices::DinputController:
case InputDevices::XinputController:
break;
case InputDevices::Keyboard:
case InputDevices::Mouse:
// Get pointer to cModel->MotInfo_1D8
MOTION_INFO* mi_ptr = (MOTION_INFO*)(regs.esi + 0x1D8);
// Check if default key is being pressed
bool isPressingDefaultKey = ((Key_btn_on() & (uint64_t)KEY_BTN::KEY_RIGHT) == (uint64_t)KEY_BTN::KEY_RIGHT);
// Make game go back to the default procedure if the user started to hold the default key after moving the mouse
if (isPressingDefaultKey && (mi_ptr->Mot_attr_40 == 4))
regs.eax = 0;
else if (isMouseTurnEnabled() && (*MouseDeltaX > 3) && !isPressingDefaultKey)
{
// Setting this flag to 4 makes MotionMove not apply any rotation/position changes
// Very lucky for us, but I'm not sure what the real intent of this value/flag even is
mi_ptr->Mot_attr_40 = 4;
regs.eax = 0x4;
MouseTurn();
}
break;
}
}
}; injector::MakeInline<pl_R1_Turn_right>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
// pl_R1_Turn180
pattern = hook::pattern("0F B6 86 ? ? ? ? 33 DB 2B C3 74 ? 48 74 ? 8B 16");
struct TurnHook180
{
void operator()(injector::reg_pack& regs)
{
regs.eax = *(int8_t*)(regs.esi + 0xFE);
MouseTurn();
}
}; injector::MakeInline<TurnHook180>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
// pl_R1_Walk
pattern = hook::pattern("8B EC 83 EC ? 53 56 8B 75 ? 33 DB 38 9E");
struct TurnHookWalk
{
void operator()(injector::reg_pack& regs)
{
regs.ebp = *(int32_t*)(regs.esp);
*(int32_t*)(regs.esp) -= 0x8;
MouseTurn();
}
}; injector::MakeInline<TurnHookWalk>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
// pl_R1_Run
pattern = hook::pattern("8B EC 83 EC ? 53 56 8B 75 ? 0F B6 86 ? ? ? ? 33 DB");
struct TurnHookRun
{
void operator()(injector::reg_pack& regs)
{
regs.ebp = *(int32_t*)(regs.esp);
*(int32_t*)(regs.esp) -= 0x8;
MouseTurn(2.5f);
}
}; injector::MakeInline<TurnHookRun>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
// pl_R1_Back
pattern = hook::pattern("83 3D ? ? ? ? ? 75 ? D9 05 ? ? ? ? 8B 8E ? ? ? ? 83 EC ? D9");
struct TurnHookWalkingBack
{
void operator()(injector::reg_pack& regs)
{
MouseTurn();
}
}; injector::MakeInline<TurnHookWalkingBack>(pattern.count(3).get(1).get<uint32_t>(0), pattern.count(3).get(1).get<uint32_t>(7));
injector::WriteMemory(pattern.count(3).get(1).get<uint32_t>(7), uint8_t(0xEB), true);
// Cancel the Knife_r3_down animation if we move the mouse (indicating we want to turn ASAP)
pattern = hook::pattern("A1 ? ? ? ? 25 ? ? ? ? 33 C9 0B C1 74 ? 8B 86 ? ? ? ? 39 48");
ptrKnife_r3_downMovAddr = *pattern.count(1).get(0).get<uint32_t*>(1);
struct Knife_r3_downHook
{
void operator()(injector::reg_pack& regs)
{
regs.eax = *(int32_t*)ptrKnife_r3_downMovAddr;
if (isMouseTurnEnabled() && (*MouseDeltaX != 0) && isKeyboardMouse())
regs.eax = 0x8;
}
}; injector::MakeInline<Knife_r3_downHook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(5));
if (re4t::cfg->bUseMouseTurning)
spd::log()->info("{} -> MouseTurning enabled", __FUNCTION__);
}