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UltimateTrainingModpack/source/hitbox_visualizer.hpp

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