mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-01-20 17:30:13 +00:00
179 lines
6.3 KiB
C++
179 lines
6.3 KiB
C++
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#include "l2c.hpp"
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#include "saltysd_helper.hpp"
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#include "l2c_imports.hpp"
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#include "acmd_imports.hpp"
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#include "taunt_toggles.h"
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using namespace lib;
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using namespace app::lua_bind;
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using namespace app::sv_animcmd;
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void (*AttackModule_set_attack_lua_state)(u64, u64);
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void (*AttackModule_clear_all_orig)(u64);
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void (*AttackModule_clear_orig)(u64, int);
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Vector3f id_colors[8] = {
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{1.0f, 0.0f, 0.0f}, {0.7843f, 0.3529f, 1.0f},
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{1.0f, 0.7843f, 0.7843f}, {0.0f, 1.0f, 0.8431f},
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{1.0f, 0.4706f, 0.0f}, {0.7843f, 0.7059f, 0.0f},
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{0.7843f, 0.0f, 1.0f}, {0.3765f, 0.2863f, 0.5294f},
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};
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void app_sv_animcmd_ATTACK_replace(u64 a1);
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void AttackModule_clear_all_replace(u64 module_accessor);
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void AttackModule_clear_replace(u64 module_accessor, int id, bool unk);
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void hitbox_vis_main() {
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AttackModule_set_attack_lua_state =
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(void (*)(u64, u64))SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") + 0xD0 - 0x70;
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SaltySD_function_replace_sym(
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"_ZN3app10sv_animcmd6ATTACKEP9lua_State",
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(u64)&app_sv_animcmd_ATTACK_replace);
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE",
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(u64)&AttackModule_clear_all_replace);
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}
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void AttackModule_clear_all_replace(u64 module_accessor) {
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u64 attack_module = LOAD64(module_accessor + 0xA0);
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u64 attack_module_clear_all = LOAD64(attack_module) + 0x50LL;
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u64 (*attack_module_clear_all_impl)(u64) =
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(u64(*)(u64))(LOAD64(attack_module_clear_all));
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attack_module_clear_all_impl(attack_module);
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if (is_training_mode()) {
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// Clear graphics every time we clear all hitboxes.
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// Only if we're not shielding.
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int status_kind = StatusModule::status_kind(module_accessor);
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if (!(status_kind >= 0x1b && status_kind <= 0x1d)) {
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Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
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EffectModule::kill_kind(module_accessor, shieldEffectHash.hash, 0, 1);
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}
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}
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}
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void push_color(L2CAgent *l2c_agent, Vector3f color) {
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L2CValue red = {.type = L2C_number, .raw_float = color.x};
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L2CValue green = {.type = L2C_number, .raw_float = color.y};
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L2CValue blue = {.type = L2C_number, .raw_float = color.z};
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l2c_agent->push_lua_stack(&red);
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l2c_agent->push_lua_stack(&green);
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l2c_agent->push_lua_stack(&blue);
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}
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void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *id, L2CValue *bone,
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L2CValue *size, L2CValue *x, L2CValue *y,
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L2CValue *z, L2CValue *x2, L2CValue *y2,
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L2CValue *z2) {
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float sizeMult = 19.0 / 200.0;
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Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
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L2CValue shieldEffect = {.type = L2C_hash, .raw = shieldEffectHash.hash};
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L2CValue xRot = {.type = L2C_number, .raw_float = 0.0};
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L2CValue yRot = {.type = L2C_number, .raw_float = 0.0};
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L2CValue zRot = {.type = L2C_number, .raw_float = 0.0};
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L2CValue terminate = {.type = L2C_bool, .raw = 1};
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L2CValue effectSize = {.type = L2C_number, .raw_float = (float)size->raw_float * sizeMult};
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L2CValue rate = {.type = L2C_number, .raw_float = 8.0f};
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// Extended Hitboxes if x2, y2, z2 are not L2CValue::nil
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int num_effects;
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if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) {
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num_effects = 4;
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} else {
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*x2 = *x;
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*y2 = *y;
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*z2 = *z;
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num_effects = 1;
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}
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for (int i = 0; i < num_effects; i++) {
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// EFFECT_FOLLOW_NO_SCALE(graphic, bone, x, y, z, xrot, yrot, zrot, size,
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// terminate)
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L2CValue currX = {
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.type = L2C_number,
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.raw_float = x->raw_float + ((x2->raw_float - x->raw_float) / 3 * i)};
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L2CValue currY = {
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.type = L2C_number,
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.raw_float = y->raw_float + ((y2->raw_float - y->raw_float) / 3 * i)};
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L2CValue currZ = {
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.type = L2C_number,
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.raw_float = z->raw_float + ((z2->raw_float - z->raw_float) / 3 * i)};
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l2c_agent->clear_lua_stack();
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l2c_agent->push_lua_stack(&shieldEffect);
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l2c_agent->push_lua_stack(bone);
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l2c_agent->push_lua_stack(&currX);
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l2c_agent->push_lua_stack(&currY);
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l2c_agent->push_lua_stack(&currZ);
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l2c_agent->push_lua_stack(&xRot);
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l2c_agent->push_lua_stack(&yRot);
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l2c_agent->push_lua_stack(&zRot);
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l2c_agent->push_lua_stack(&effectSize);
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l2c_agent->push_lua_stack(&terminate);
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EFFECT_FOLLOW_NO_SCALE(l2c_agent->lua_state_agent);
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// Set to hitbox ID color
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// LAST_EFFECT_SET_COLOR(Red, Green, Blue)
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l2c_agent->clear_lua_stack();
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push_color(l2c_agent, id_colors[id->raw % 8]);
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LAST_EFFECT_SET_COLOR(l2c_agent->lua_state_agent);
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// Speed up animation by rate to remove pulsing effect
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// LAST_EFFECT_SET_RATE(Rate)
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l2c_agent->clear_lua_stack();
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l2c_agent->push_lua_stack(&rate);
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LAST_EFFECT_SET_RATE(l2c_agent->lua_state_agent);
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}
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}
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void app_sv_animcmd_ATTACK_replace(u64 a1) {
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u64 v1; // x19
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u64 v2; // x9
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u64 i; // x8
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// Instantiate our own L2CAgent with the given lua_State
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L2CAgent l2c_agent;
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l2c_agent.L2CAgent_constr(a1);
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// Get all necessary hitbox params
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L2CValue id, bone, damage, angle, kbg, wkb, bkb, size, x, y, z, x2, y2, z2;
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l2c_agent.get_lua_stack(1, &id);
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l2c_agent.get_lua_stack(3, &bone);
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l2c_agent.get_lua_stack(4, &damage);
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l2c_agent.get_lua_stack(5, &angle);
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l2c_agent.get_lua_stack(6, &kbg);
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l2c_agent.get_lua_stack(7, &wkb);
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l2c_agent.get_lua_stack(8, &bkb);
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l2c_agent.get_lua_stack(9, &size);
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l2c_agent.get_lua_stack(10, &x);
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l2c_agent.get_lua_stack(11, &y);
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l2c_agent.get_lua_stack(12, &z);
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l2c_agent.get_lua_stack(13, &x2);
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l2c_agent.get_lua_stack(14, &y2);
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l2c_agent.get_lua_stack(15, &z2);
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// original code: parse lua stack and call AttackModule::set_attack()
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v1 = a1;
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AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
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if (HITBOX_VIS && is_training_mode()) {
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// Generate hitbox effect(s)
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generate_hitbox_effects(&l2c_agent, &id, &bone, &size, &x, &y, &z, &x2, &y2,
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&z2);
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}
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// original code: clear_lua_stack section
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v2 = LOAD64(v1 + 16);
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for (i = **(u64 **)(v1 + 32) + 16LL; v2 < i; v2 = LOAD64(v1 + 16)) {
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LOAD64(v1 + 16) = v2 + 16;
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*(__int32_t *)(v2 + 8) = 0;
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}
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LOAD64(v1 + 16) = i;
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}
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