mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-01-20 01:10:13 +00:00
finish migration to C++
This commit is contained in:
parent
ed507f70e0
commit
1b5165d211
14 changed files with 16503 additions and 382 deletions
2
Makefile
2
Makefile
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@ -29,7 +29,7 @@ include $(DEVKITPRO)/libnx/switch_rules
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# - icon.jpg
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# - <libnx folder>/default_icon.jpg
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#---------------------------------------------------------------------------------
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TARGET := my_plugin
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TARGET := hitbox_visualizer
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BUILD := build
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SOURCES := source
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DATA := data
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@ -1,3 +1,6 @@
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#ifndef ACMD_IMPORTS_H
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#define ACMD_IMPORTS_H
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#include <switch.h>
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namespace app::sv_animcmd
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@ -6,4 +9,11 @@ namespace app::sv_animcmd
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extern void is_excute(u64) asm("_ZN3app10sv_animcmd9is_excuteEP9lua_State") LINKABLE;
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extern u64 ATTACK(u64) asm("_ZN3app10sv_animcmd6ATTACKEP9lua_State") LINKABLE;
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extern u64 EFFECT(u64) asm("_ZN3app10sv_animcmd6EFFECTEP9lua_State") LINKABLE;
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extern u64 EFFECT(u64) asm("_ZN3app10sv_animcmd6EFFECTEP9lua_State") LINKABLE;
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extern u64 EFFECT_FOLLOW_NO_SCALE(u64) asm("_ZN3app10sv_animcmd22EFFECT_FOLLOW_NO_SCALEEP9lua_State") LINKABLE;
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extern u64 LAST_EFFECT_SET_COLOR(u64) asm("_ZN3app10sv_animcmd21LAST_EFFECT_SET_COLOREP9lua_State") LINKABLE;
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extern u64 LAST_EFFECT_SET_RATE(u64) asm("_ZN3app10sv_animcmd20LAST_EFFECT_SET_RATEEP9lua_State") LINKABLE;
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}
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#endif // ACMD_IMPORTS_H
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@ -1,3 +1,6 @@
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#ifndef ACMD_WRAPPER_H
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#define ACMD_WRAPPER_H
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#include <switch.h>
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#include "acmd_imports.hpp"
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@ -75,7 +78,7 @@ struct ACMD
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bool is_excute() {
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app::sv_animcmd::is_excute(l2c_agent->lua_state_agent);
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L2CValue is_excute;
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get_lua_stack(l2c_agent, 1, &is_excute);
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l2c_agent->get_lua_stack(1, &is_excute);
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bool excute = is_excute.raw;
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l2c_agent->clear_lua_stack();
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return excute;
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@ -165,4 +168,6 @@ struct ACMD
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l2c_agent->clear_lua_stack();
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}
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};
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};
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#endif // ACMD_WRAPPER_H
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15880
source/const_value_table.h
Normal file
15880
source/const_value_table.h
Normal file
File diff suppressed because it is too large
Load diff
179
source/hitbox_visualizer.hpp
Normal file
179
source/hitbox_visualizer.hpp
Normal file
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@ -0,0 +1,179 @@
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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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@ -5,6 +5,8 @@
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#include "l2c.hpp"
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#include "lua_bind_hash.hpp"
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u64 is_training_mode(void) asm("_ZN3app9smashball16is_training_modeEv") LINKABLE;
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namespace lib
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{
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enum L2CVarType
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@ -88,13 +90,19 @@ namespace lib
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// which is more traditional, i.e. -1 is the top of the stack.
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//__int64_t (*lib_L2CAgent_pop_lua_stack)(__int64_t, int);
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u64 pop_lua_stack(int index) asm("_ZN3lib8L2CAgent13pop_lua_stackEi") LINKABLE;
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void get_lua_stack(int index, lib::L2CValue* l2c_val) {
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asm("mov x8, %x0" : : "r"(l2c_val) : "x8" );
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pop_lua_stack(index);
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}
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u64 sv_set_function_hash(void* func, u64 hash) asm("_ZN3lib8L2CAgent20sv_set_function_hashEPvN3phx6Hash40E") LINKABLE;
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u64 clear_lua_stack() asm("_ZN3lib8L2CAgent15clear_lua_stackEv") LINKABLE;
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};
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bool lua_bind_get_value(u64, int*) asm("_ZN3lib18lua_bind_get_valueIiEEbmRT_") LINKABLE;
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int CONST_VALUE(const char* str) {
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int lua_const(const char* str) {
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int val;
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if (lua_bind_get_value(lua_bind_hash_str(str), &val))
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return val;
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@ -3,9 +3,6 @@
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#include <switch.h>
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#include "l2c_imports.hpp"
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void get_lua_stack(lib::L2CAgent* l2c_agent, int index, lib::L2CValue* l2c_val) {
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asm("mov x8, %x0" : : "r"(l2c_val) : "x8" );
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l2c_agent->pop_lua_stack(index);
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}
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#endif // LUA_HELPER_H
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340
source/main.cpp
340
source/main.cpp
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#include "saltysd_ipc.h"
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#include "saltysd_dynamic.h"
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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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#include "script_replacement.hpp"
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#include "hitbox_visualizer.hpp"
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#include "training_mods.hpp"
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extern "C" {
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extern u32 __start__;
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@ -68,309 +66,6 @@ void __attribute__((weak)) NORETURN __libnx_exit(int rc)
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__nx_exit(0, orig_saved_lr);
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}
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u64 effect_manager_addr;
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u64 fighter_manager_addr;
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u64 fighter_param_accessor2_addr;
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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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#define PI 3.14159265358979323846
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using namespace lib;
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using namespace app::lua_bind;
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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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#define is_training_mode _ZN3app9smashball16is_training_modeEv
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extern u64 _ZN3app9smashball16is_training_modeEv(void) LINKABLE;
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void AttackModule_clear_all_replace(u64 attack_module) {
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AttackModule_clear_all_orig(attack_module);
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if (is_training_mode()) {
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u64 module_accessor = LOAD64(attack_module + 0x8);
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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 AttackModule_clear_replace(u64 attack_module, int id) {
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AttackModule_clear_orig(attack_module, id);
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// TODO: Kill effect based on hitbox ID
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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;
|
||||
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++) {
|
||||
// EFFECT_FOLLOW_NO_SCALE(graphic, bone, x, y, z, xrot, yrot, zrot, size,
|
||||
// terminate)
|
||||
L2CValue currX = {
|
||||
.type = L2C_number,
|
||||
.raw_float = x->raw_float + ((x2->raw_float - x->raw_float) / 3 * i)};
|
||||
L2CValue currY = {
|
||||
.type = L2C_number,
|
||||
.raw_float = y->raw_float + ((y2->raw_float - y->raw_float) / 3 * i)};
|
||||
L2CValue currZ = {
|
||||
.type = L2C_number,
|
||||
.raw_float = z->raw_float + ((z2->raw_float - z->raw_float) / 3 * i)};
|
||||
|
||||
l2c_agent->clear_lua_stack();
|
||||
l2c_agent->push_lua_stack(&shieldEffect);
|
||||
l2c_agent->push_lua_stack(bone);
|
||||
l2c_agent->push_lua_stack(&currX);
|
||||
l2c_agent->push_lua_stack(&currY);
|
||||
l2c_agent->push_lua_stack(&currZ);
|
||||
l2c_agent->push_lua_stack(&xRot);
|
||||
l2c_agent->push_lua_stack(&yRot);
|
||||
l2c_agent->push_lua_stack(&zRot);
|
||||
l2c_agent->push_lua_stack(&effectSize);
|
||||
l2c_agent->push_lua_stack(&terminate);
|
||||
//app_sv_animcmd_EFFECT_FOLLOW_NO_SCALE(l2c_agent->lua_state_agent);
|
||||
|
||||
// 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]);
|
||||
//app_sv_animcmd_LAST_EFFECT_SET_COLOR(l2c_agent->lua_state_agent);
|
||||
|
||||
// Speed up animation by rate to remove pulsing effect
|
||||
// LAST_EFFECT_SET_RATE(Rate)
|
||||
l2c_agent->clear_lua_stack();
|
||||
l2c_agent->push_lua_stack(&rate);
|
||||
//app_sv_animcmd_LAST_EFFECT_SET_RATE(l2c_agent->lua_state_agent);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
get_lua_stack(&l2c_agent, 1, &id);
|
||||
get_lua_stack(&l2c_agent, 3, &bone);
|
||||
get_lua_stack(&l2c_agent, 4, &damage);
|
||||
get_lua_stack(&l2c_agent, 5, &angle);
|
||||
get_lua_stack(&l2c_agent, 6, &kbg);
|
||||
get_lua_stack(&l2c_agent, 7, &wkb);
|
||||
get_lua_stack(&l2c_agent, 8, &bkb);
|
||||
get_lua_stack(&l2c_agent, 9, &size);
|
||||
get_lua_stack(&l2c_agent, 10, &x);
|
||||
get_lua_stack(&l2c_agent, 11, &y);
|
||||
get_lua_stack(&l2c_agent, 12, &z);
|
||||
get_lua_stack(&l2c_agent, 13, &x2);
|
||||
get_lua_stack(&l2c_agent, 14, &y2);
|
||||
get_lua_stack(&l2c_agent, 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()) {
|
||||
// Replace AttackModule::clear_all() and AttackModule::clear(int)
|
||||
u64 module_accessor = LOAD64(LOAD64(a1 - 8) + 416LL);
|
||||
u64 attack_module = LOAD64(module_accessor + 0xA0);
|
||||
u64 attack_module_clear_all = LOAD64(attack_module) + 0x50LL;
|
||||
if (AttackModule_clear_all_orig == 0) {
|
||||
AttackModule_clear_all_orig =
|
||||
(void (*)(u64))(LOAD64(attack_module_clear_all));
|
||||
}
|
||||
LOAD64(attack_module_clear_all) = (u64)AttackModule_clear_all_replace;
|
||||
|
||||
u64 attack_module_clear = LOAD64(attack_module) + 0x58LL;
|
||||
if (AttackModule_clear_orig == 0) {
|
||||
AttackModule_clear_orig =
|
||||
(void (*)(u64, int))(LOAD64(attack_module_clear));
|
||||
}
|
||||
LOAD64(attack_module_clear) = (u64)AttackModule_clear_replace;
|
||||
|
||||
// Generate hitbox effect(s)
|
||||
generate_hitbox_effects(&l2c_agent, &id, &bone, &size, &x, &y, &z, &x2, &y2,
|
||||
&z2);
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
bool is_operation_cpu(u64 module_accessor) {
|
||||
// entry_id_var: 0x10000000;
|
||||
int entry_id = WorkModule::get_int(module_accessor,
|
||||
CONST_VALUE("FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID"));
|
||||
|
||||
u64 fighter_information = FighterManager::get_fighter_information(
|
||||
LOAD64(fighter_manager_addr), entry_id);
|
||||
|
||||
return FighterInformation::is_operation_cpu(fighter_information);
|
||||
}
|
||||
|
||||
u64 WorkModule_enable_transition_term_group_impl_replace(u64 module_accessor,
|
||||
u64 transition_group) {
|
||||
if (TOGGLE_STATE == MASH_AIRDODGE && is_training_mode()) {
|
||||
// 0x1F00000D for airdodge
|
||||
if (transition_group == 0x1F00000D) {
|
||||
if (is_operation_cpu(module_accessor)) {
|
||||
int status_kind = StatusModule::status_kind(module_accessor);
|
||||
int prev_status_kind = 0;//StatusModule_prev_status_kind(module_accessor, 0);
|
||||
// Damage -> DamageFall
|
||||
if ((status_kind >= 0x48 && status_kind <= 0x50) ||
|
||||
(prev_status_kind >= 0x48 && prev_status_kind <= 0x50)) {
|
||||
StatusModule::change_status_request_from_script(module_accessor, 0x22,
|
||||
1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// call original WorkModule::enable_transition_term_group_impl
|
||||
u64 work_module = LOAD64(module_accessor + 0x50);
|
||||
u64 enable_transition_term_group_impl = LOAD64(work_module) + 0x140LL;
|
||||
|
||||
u64 (*work_module_enable_transition_term_group_impl)(u64, u64) =
|
||||
(u64(*)(u64, u64))(LOAD64(enable_transition_term_group_impl));
|
||||
|
||||
return work_module_enable_transition_term_group_impl(work_module,
|
||||
transition_group);
|
||||
}
|
||||
|
||||
void show_angle(u64 module_accessor, float y, float x, float zrot) {
|
||||
Hash40 raygunShot = {.hash = 0x11e470b07fLL};
|
||||
Hash40 top = {.hash = 0x031ed91fcaLL};
|
||||
|
||||
Vector3f pos = {.x = x, .y = y, .z = 0};
|
||||
Vector3f rot = {.x = 0, .y = 90, .z = zrot};
|
||||
Vector3f random = {.x = 0, .y = 0, .z = 0};
|
||||
|
||||
float size = 0.5;
|
||||
|
||||
EffectModule::req_on_joint(module_accessor, raygunShot.hash, top.hash, &pos,
|
||||
&rot, size, &random, &random, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
float WorkModule_get_float_replace(u64 module_accessor, int var) {
|
||||
if (is_training_mode()) {
|
||||
if (is_operation_cpu(module_accessor)) {
|
||||
int status_kind = StatusModule::status_kind(module_accessor);
|
||||
// Damage -> DamageFall
|
||||
if (status_kind >= 0x48 && status_kind <= 0x50) {
|
||||
float angle = 0;//(DI_STATE - 1) * PI / 4.0;
|
||||
|
||||
if (var == CONST_VALUE("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X"))
|
||||
return cos(angle);
|
||||
|
||||
if (var == CONST_VALUE("FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y"))
|
||||
return sin(angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// call original WorkModule::get_float_impl
|
||||
u64 work_module = LOAD64(module_accessor + 0x50);
|
||||
u64 get_float_impl = LOAD64(work_module) + 0x58LL;
|
||||
|
||||
float (*work_module_get_float_impl)(u64, int) =
|
||||
(float (*)(u64, int))(LOAD64(get_float_impl));
|
||||
|
||||
return work_module_get_float_impl(work_module, var);
|
||||
}
|
||||
|
||||
void MotionModule_change_motion_replace(u64 module_accessor, u64 hash,
|
||||
float start_frame,
|
||||
float frame_speed_mult, bool unk1,
|
||||
float unk2, bool unk3, bool unk4) {
|
||||
const char *down_taunt_l = "appeal_lw_l";
|
||||
const char *down_taunt_r = "appeal_lw_r";
|
||||
const char *up_taunt_l = "appeal_hi_l";
|
||||
const char *up_taunt_r = "appeal_hi_r";
|
||||
const char *side_taunt_l = "appeal_s_l";
|
||||
const char *side_taunt_r = "appeal_s_r";
|
||||
|
||||
char buffer[16];
|
||||
// Down Taunt
|
||||
if (hash == hash40(down_taunt_l) || hash == hash40(down_taunt_r)) {
|
||||
HITBOX_VIS = !HITBOX_VIS;
|
||||
}
|
||||
// Up Taunt
|
||||
else if (hash == hash40(up_taunt_l) || hash == hash40(up_taunt_r)) {
|
||||
TOGGLE_STATE = (TOGGLE_STATE + 1) % NUM_TOGGLE_STATES;
|
||||
}
|
||||
// Side Taunt
|
||||
else if (hash == hash40(side_taunt_l) || hash == hash40(side_taunt_r)) {
|
||||
}
|
||||
|
||||
// call original WorkModule::enable_transition_term_group_impl
|
||||
u64 motion_module = LOAD64(module_accessor + 0x88);
|
||||
u64 change_motion_impl = LOAD64(motion_module) + 0xD8LL;
|
||||
|
||||
void (*motion_module_change_motion_impl)(u64, u64, float, float, bool, float,
|
||||
bool, bool) =
|
||||
(void (*)(u64, u64, float, float, bool, float, bool, bool))(
|
||||
LOAD64(change_motion_impl));
|
||||
|
||||
motion_module_change_motion_impl(motion_module, hash, start_frame,
|
||||
frame_speed_mult, unk1, unk2, unk3, unk4);
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
SaltySD_printf("SaltySD Plugin: alive\n");
|
||||
|
@ -380,9 +75,9 @@ int main(int argc, char *argv[])
|
|||
ANCHOR_ABS = SaltySDCore_getCodeStart();
|
||||
|
||||
/*
|
||||
Example of string replacement:
|
||||
replaces the title screen's version number with the string
|
||||
below.
|
||||
Example of string replacement:
|
||||
replaces the title screen's version number with the string
|
||||
below.
|
||||
*/
|
||||
|
||||
const char *ver = "Ver. %d.%d.%d";
|
||||
|
@ -394,29 +89,8 @@ int main(int argc, char *argv[])
|
|||
// Necessary for script replacement
|
||||
SaltySD_function_replace_sym("_ZN3lib8L2CAgent15clear_lua_stackEv", (u64) &clear_lua_stack_replace);
|
||||
|
||||
// Add function replacements here
|
||||
effect_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonINS_13EffectManagerEE9instance_E");
|
||||
fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E");
|
||||
fighter_param_accessor2_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app21FighterParamAccessor2EE9instance_E");
|
||||
|
||||
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_bind45WorkModule__enable_transition_term_group_implEPNS_26BattleObjectModuleAccessorEi",
|
||||
(u64)&WorkModule_enable_transition_term_group_impl_replace);
|
||||
|
||||
SaltySD_function_replace_sym(
|
||||
"_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi",
|
||||
(u64)&WorkModule_get_float_replace);
|
||||
|
||||
SaltySD_function_replace_sym(
|
||||
"_ZN3app8lua_bind32MotionModule__change_motion_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Effbfbb",
|
||||
(u64)&MotionModule_change_motion_replace);
|
||||
*/
|
||||
hitbox_vis_main();
|
||||
training_mods_main();
|
||||
|
||||
__libnx_exit(0);
|
||||
}
|
||||
|
|
207
source/raygun_printer.hpp
Normal file
207
source/raygun_printer.hpp
Normal file
|
@ -0,0 +1,207 @@
|
|||
#include <switch.h>
|
||||
#include <ctype.h>
|
||||
|
||||
#include "useful.h"
|
||||
|
||||
#include "acmd_wrapper.hpp"
|
||||
|
||||
#define RAYGUN_LENGTH 8
|
||||
#define RAYGUN_HEIGHT 6
|
||||
#define RAYGUN_HORIZ_OFFSET 2
|
||||
|
||||
using namespace app::lua_bind;
|
||||
|
||||
/*
|
||||
segment data list : {Z, Y, X, ZRot, Size}
|
||||
segment labels :
|
||||
_
|
||||
|_| from top to top left, clockwise: a->f + g mid + \|/ from top mid to top left, clockwise: h->m + --two half g's: n, o
|
||||
|_| /|\
|
||||
*/
|
||||
|
||||
const float segment_dict[15][5] = {
|
||||
{0,RAYGUN_HEIGHT*2,0,0,0.25}, // a
|
||||
{0,RAYGUN_HEIGHT,RAYGUN_LENGTH,90,0.25}, // b
|
||||
{0,0,RAYGUN_LENGTH,90,0.25}, // c
|
||||
{0,0,0,0,0.25}, // d
|
||||
{0,0,0,90,0.25}, //e
|
||||
{0,RAYGUN_HEIGHT,0,90,0.25}, // f
|
||||
{0,RAYGUN_HEIGHT,0,0,0.25}, // g mid
|
||||
{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,90,0.25}, // h
|
||||
{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,52,0.2}, // i
|
||||
{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,-52,0.2}, //j
|
||||
{0,0,RAYGUN_LENGTH/2,90,0.25}, // k
|
||||
{0,RAYGUN_HEIGHT/2,RAYGUN_LENGTH*3/16,52,0.2}, // l
|
||||
{0,RAYGUN_HEIGHT*3/2,RAYGUN_LENGTH*3/16,-52,0.2}, // m
|
||||
{0,RAYGUN_HEIGHT,0,0,0.15}, // n
|
||||
{0,RAYGUN_HEIGHT,RAYGUN_LENGTH/2,0,0.15}, // o
|
||||
};
|
||||
|
||||
/*
|
||||
Segments making up each character, each index corresponding to:
|
||||
'A' through 'Z', '0' through '9', ' ', '-', '+', '#' (where '#' is all segments)
|
||||
*/
|
||||
const char* alphabet[] = {
|
||||
"abcefg",
|
||||
"adefijn",
|
||||
"adef",
|
||||
"eflm",
|
||||
"adefn",
|
||||
"aefn",
|
||||
"acdefo",
|
||||
"bcefg",
|
||||
"adhk",
|
||||
"bcd",
|
||||
"efnij",
|
||||
"def",
|
||||
"bcefim",
|
||||
"bcefjm",
|
||||
"abcdef",
|
||||
"abefg",
|
||||
"abcdefj",
|
||||
"aefijn",
|
||||
"acdfg",
|
||||
"ahk",
|
||||
"bcdef",
|
||||
"efil",
|
||||
"bcefjl",
|
||||
"ijlm",
|
||||
"ikm",
|
||||
"adil",
|
||||
"abcdef",
|
||||
"ef",
|
||||
"abdeg",
|
||||
"abcdg",
|
||||
"bcfg",
|
||||
"acdfg",
|
||||
"acdefg",
|
||||
"abc",
|
||||
"abcdefg",
|
||||
"abcdfg",
|
||||
"",
|
||||
"g",
|
||||
"ghk",
|
||||
"abcdefhijklmno",
|
||||
};
|
||||
|
||||
// Each index is a segment's corresponding flipped segment, for when facing left
|
||||
const char segment_rev[15] = {
|
||||
'a',
|
||||
'f',
|
||||
'e',
|
||||
'd',
|
||||
'c',
|
||||
'b',
|
||||
'g',
|
||||
'h',
|
||||
'm',
|
||||
'l',
|
||||
'k',
|
||||
'j',
|
||||
'i',
|
||||
'o',
|
||||
'n',
|
||||
};
|
||||
|
||||
void show_segment(u64 battle_object_module_accessor, float z, float y, float x, float zrot, float size) {
|
||||
Hash40 raygunShot = {.hash = 0x11e470b07fLL};
|
||||
Hash40 top = {.hash = 0x031ed91fcaLL};
|
||||
|
||||
Vector3f pos = {.x = x, .y = y, .z = z};
|
||||
Vector3f rot = {.x = 0, .y = 90, .z = zrot};
|
||||
Vector3f random = {.x = 0, .y = 0, .z = 0};
|
||||
|
||||
EffectModule::req_on_joint(battle_object_module_accessor, raygunShot.hash, top.hash,
|
||||
&pos, &rot, size,
|
||||
&random, &random,
|
||||
0, 0, 0, 0);
|
||||
}
|
||||
|
||||
int alphabet_index(char to_print) {
|
||||
if (to_print >= 'A' && to_print <= 'Z')
|
||||
return to_print - 'A';
|
||||
else if (to_print >= '0' && to_print <= '9')
|
||||
return to_print - '0' + 'Z' - 'A' + 1;
|
||||
else if (to_print == ' ')
|
||||
return 36;
|
||||
else if (to_print == '-')
|
||||
return 37;
|
||||
else if (to_print == '+')
|
||||
return 38;
|
||||
else if (to_print == '#')
|
||||
return 39;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
|
||||
void print_char( u64 module_accessor, char to_print, int line_num, float horiz_offset, float facing_left) {
|
||||
int alph_index = alphabet_index(to_print);
|
||||
if (alph_index < 0 || alph_index >= 40)
|
||||
return;
|
||||
const char* segment_str = alphabet[alph_index];
|
||||
int num_segments = strlen(segment_str);
|
||||
|
||||
float lineOffset = 40 - (line_num * 16);
|
||||
|
||||
for (int i = 0; i < num_segments; i++) {
|
||||
const float* segment;
|
||||
int index = segment_str[i] - 'a';
|
||||
|
||||
if (facing_left == -1)
|
||||
index = segment_rev[index] - 'a';
|
||||
|
||||
segment = segment_dict[index];
|
||||
|
||||
float z = segment[0];
|
||||
float y = segment[1] + lineOffset;
|
||||
float x = segment[2] + horiz_offset;
|
||||
float zrot = segment[3];
|
||||
|
||||
if (facing_left == -1)
|
||||
zrot *= -1;
|
||||
|
||||
float size = segment[4];
|
||||
show_segment(module_accessor, z, y, x, zrot, size);
|
||||
}
|
||||
}
|
||||
|
||||
void print_string( u64 module_accessor, const char* print_str) {
|
||||
// Delete any previous strings
|
||||
Hash40 raygunShot = {.hash = 0x11e470b07fLL};
|
||||
EffectModule::kill_kind(module_accessor, raygunShot.hash, 0, 1);
|
||||
|
||||
int line_num = 0;
|
||||
float horiz_offset = 0;
|
||||
int char_num = 0;
|
||||
|
||||
float facing_left = PostureModule::lr(module_accessor);
|
||||
|
||||
if (strlen(print_str) <= 8 && strchr(print_str, '\n') == NULL)
|
||||
line_num = 1;
|
||||
horiz_offset = 0;
|
||||
char_num = 0;
|
||||
for (int i = 0; i < strlen(print_str); i++) {
|
||||
char curr_char = print_str[i];
|
||||
if (curr_char == '\n') {
|
||||
horiz_offset = 0;
|
||||
char_num = 0;
|
||||
line_num++;
|
||||
continue;
|
||||
}
|
||||
|
||||
print_char(module_accessor, toupper(curr_char), line_num, horiz_offset, facing_left);
|
||||
|
||||
char_num++;
|
||||
// short characters
|
||||
if (curr_char == 'D' || curr_char == '1' )
|
||||
horiz_offset += facing_left * (RAYGUN_LENGTH/2 + 3);
|
||||
else
|
||||
horiz_offset += facing_left * (RAYGUN_LENGTH+3);
|
||||
|
||||
if (char_num > 8) {
|
||||
horiz_offset = 0;
|
||||
char_num = 0;
|
||||
line_num++;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,35 +0,0 @@
|
|||
#include <switch.h>
|
||||
#include "saltysd_core.h"
|
||||
#include "saltysd_ipc.h"
|
||||
#include "saltysd_dynamic.h"
|
||||
#include "nn_ro.h"
|
||||
|
||||
void (*SaltySD_installed_hook)(char*, u64) = NULL;
|
||||
|
||||
int SaltySD_function_replace(u64 addr, u64 new_func) {
|
||||
if (addr) {
|
||||
SaltySD_Memcpy(addr, (u64) "\x49\x00\x00\x58", 4); // LDR X9, .+8
|
||||
SaltySD_Memcpy(addr+4, (u64) "\x20\x01\x1F\xD6", 4); // BR X9
|
||||
SaltySD_Memcpy(addr+8, (u64) &new_func, 8); // .dword newaddr
|
||||
|
||||
return 0;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int SaltySD_function_replace_sym(char* function_sym, u64 new_func) {
|
||||
u64 addr = SaltySDCore_FindSymbol(function_sym);
|
||||
return SaltySD_function_replace(addr, new_func);
|
||||
}
|
||||
|
||||
void LoadModule(SmashModule *module, void *param_2, void *param_3, unsigned long param_4, int param_5) {
|
||||
nn_ro_LoadModule(module, param_2, param_3, param_4, param_5);
|
||||
if(SaltySD_installed_hook != NULL) {
|
||||
SaltySD_installed_hook((char*)&module->name, (u64)module->module.module->module_base);
|
||||
}
|
||||
}
|
||||
|
||||
void SaltySD_install_nro_hook(u64 LoadModule_thunk_addr, void hook_main(char*, u64)) {
|
||||
SaltySD_installed_hook = hook_main;
|
||||
SaltySD_function_replace(LoadModule_thunk_addr, (u64) LoadModule);
|
||||
}
|
|
@ -1,9 +1,44 @@
|
|||
#ifndef SALTYSD_HELPER_H
|
||||
#define SALTYSD_HELPER_H
|
||||
|
||||
#include <switch.h>
|
||||
#include "saltysd_core.h"
|
||||
#include "saltysd_ipc.h"
|
||||
#include "saltysd_dynamic.h"
|
||||
#include "nn_ro.h"
|
||||
|
||||
#define ANCHOR_REL 0x70ffffc000
|
||||
u64 ANCHOR_ABS;
|
||||
#define IMPORT(x) (x - ANCHOR_REL + ANCHOR_ABS)
|
||||
|
||||
int SaltySD_function_replace(u64 addr, u64 new_func);
|
||||
int SaltySD_function_replace_sym(char* function_sym, u64 new_func);
|
||||
void (*SaltySD_installed_hook)(char*, u64) = NULL;
|
||||
|
||||
int SaltySD_function_replace(u64 addr, u64 new_func) {
|
||||
if (addr) {
|
||||
SaltySD_Memcpy(addr, (u64) "\x49\x00\x00\x58", 4); // LDR X9, .+8
|
||||
SaltySD_Memcpy(addr+4, (u64) "\x20\x01\x1F\xD6", 4); // BR X9
|
||||
SaltySD_Memcpy(addr+8, (u64) &new_func, 8); // .dword newaddr
|
||||
|
||||
return 0;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int SaltySD_function_replace_sym(char* function_sym, u64 new_func) {
|
||||
u64 addr = SaltySDCore_FindSymbol(function_sym);
|
||||
return SaltySD_function_replace(addr, new_func);
|
||||
}
|
||||
|
||||
void LoadModule(SmashModule *module, void *param_2, void *param_3, unsigned long param_4, int param_5) {
|
||||
nn_ro_LoadModule(module, param_2, param_3, param_4, param_5);
|
||||
if(SaltySD_installed_hook != NULL) {
|
||||
SaltySD_installed_hook((char*)&module->name, (u64)module->module.module->module_base);
|
||||
}
|
||||
}
|
||||
|
||||
void SaltySD_install_nro_hook(u64 LoadModule_thunk_addr, void hook_main(char*, u64)) {
|
||||
SaltySD_installed_hook = hook_main;
|
||||
SaltySD_function_replace(LoadModule_thunk_addr, (u64) LoadModule);
|
||||
}
|
||||
|
||||
#endif // SALTYSD_HELPER_H
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
#include "acmd_wrapper.hpp"
|
||||
#include "lua_helper.hpp"
|
||||
|
||||
#include "const_value_table.h"
|
||||
|
||||
#define LOAD64 *(u64 *)
|
||||
|
||||
using namespace lib;
|
||||
|
@ -18,15 +20,15 @@ u64 shine_replace(L2CAgent* l2c_agent, void* variadic);
|
|||
|
||||
void replace_scripts(L2CAgent* l2c_agent, u8 category, uint kind) {
|
||||
// fighter
|
||||
if (category == CONST_VALUE("BATTLE_OBJECT_CATEGORY_FIGHTER")) {
|
||||
if (category == BATTLE_OBJECT_CATEGORY_FIGHTER) {
|
||||
// fox
|
||||
if (kind == CONST_VALUE("FIGHTER_KIND_FOX")) {
|
||||
if (kind == FIGHTER_KIND_FOX) {
|
||||
l2c_agent->sv_set_function_hash(&shine_replace, hash40("game_speciallwstart"));
|
||||
l2c_agent->sv_set_function_hash(&shine_replace, hash40("game_specialairlwstart"));
|
||||
}
|
||||
|
||||
// peach
|
||||
if (kind == CONST_VALUE("FIGHTER_KIND_PEACH")) {
|
||||
if (kind == FIGHTER_KIND_PEACH) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
#ifndef TAUNT_TOGGLES_H
|
||||
#define TAUNT_TOGGLES_H
|
||||
|
||||
#define NONE 0
|
||||
|
||||
// Up Taunt
|
||||
|
@ -14,4 +17,6 @@ extern int DI_STATE = 0;
|
|||
#define MASH_AIRDODGE 1
|
||||
|
||||
int TOGGLE_STATE = 1;
|
||||
#define NUM_TOGGLE_STATES 2
|
||||
#define NUM_TOGGLE_STATES 2
|
||||
|
||||
#endif // TAUNT_TOGGLES_H
|
154
source/training_mods.hpp
Normal file
154
source/training_mods.hpp
Normal file
|
@ -0,0 +1,154 @@
|
|||
#include "l2c.hpp"
|
||||
#include "saltysd_helper.hpp"
|
||||
#include "l2c_imports.hpp"
|
||||
#include "acmd_imports.hpp"
|
||||
#include "taunt_toggles.h"
|
||||
#include "raygun_printer.hpp"
|
||||
|
||||
using namespace lib;
|
||||
using namespace app::lua_bind;
|
||||
using namespace app::sv_animcmd;
|
||||
|
||||
u64 fighter_manager_addr;
|
||||
|
||||
u64 WorkModule_enable_transition_term_group_replace(u64 module_accessor, u64 transition_group);
|
||||
float WorkModule_get_float_replace(u64 module_accessor, int var);
|
||||
void MotionModule_change_motion_replace(u64 module_accessor, u64 hash,
|
||||
float start_frame,
|
||||
float frame_speed_mult, bool unk1,
|
||||
float unk2, bool unk3, bool unk4);
|
||||
|
||||
void training_mods_main() {
|
||||
fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E");
|
||||
|
||||
SaltySD_function_replace_sym(
|
||||
"_ZN3app8lua_bind45WorkModule__enable_transition_term_group_implEPNS_26BattleObjectModuleAccessorEi",
|
||||
(u64)&WorkModule_enable_transition_term_group_replace);
|
||||
|
||||
SaltySD_function_replace_sym(
|
||||
"_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi",
|
||||
(u64)&WorkModule_get_float_replace);
|
||||
|
||||
SaltySD_function_replace_sym(
|
||||
"_ZN3app8lua_bind32MotionModule__change_motion_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Effbfbb",
|
||||
(u64)&MotionModule_change_motion_replace);
|
||||
}
|
||||
|
||||
bool is_operation_cpu(u64 module_accessor) {
|
||||
int entry_id = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID);
|
||||
|
||||
u64 fighter_information = FighterManager::get_fighter_information(
|
||||
LOAD64(fighter_manager_addr), entry_id);
|
||||
|
||||
return FighterInformation::is_operation_cpu(fighter_information);
|
||||
}
|
||||
|
||||
u64 WorkModule_enable_transition_term_group_replace(u64 module_accessor,
|
||||
u64 transition_group) {
|
||||
if (TOGGLE_STATE == MASH_AIRDODGE && is_training_mode()) {
|
||||
// 0x1F00000D for airdodge
|
||||
if (transition_group == 0x1F00000D) {
|
||||
if (is_operation_cpu(module_accessor)) {
|
||||
int status_kind = StatusModule::status_kind(module_accessor);
|
||||
// Damage -> DamageFall
|
||||
if (status_kind >= 0x48 && status_kind <= 0x50) {
|
||||
StatusModule::change_status_request_from_script(module_accessor, 0x22, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// call original WorkModule::enable_transition_term_group_impl
|
||||
u64 work_module = LOAD64(module_accessor + 0x50);
|
||||
u64 enable_transition_term_group_impl = LOAD64(work_module) + 0x140LL;
|
||||
|
||||
u64 (*work_module_enable_transition_term_group_impl)(u64, u64) =
|
||||
(u64(*)(u64, u64))(LOAD64(enable_transition_term_group_impl));
|
||||
|
||||
return work_module_enable_transition_term_group_impl(work_module,
|
||||
transition_group);
|
||||
}
|
||||
|
||||
void show_angle(u64 module_accessor, float y, float x, float zrot) {
|
||||
Hash40 raygunShot = {.hash = 0x11e470b07fLL};
|
||||
Hash40 top = {.hash = 0x031ed91fcaLL};
|
||||
|
||||
Vector3f pos = {.x = x, .y = y, .z = 0};
|
||||
Vector3f rot = {.x = 0, .y = 90, .z = zrot};
|
||||
Vector3f random = {.x = 0, .y = 0, .z = 0};
|
||||
|
||||
float size = 0.5;
|
||||
|
||||
EffectModule::req_on_joint(module_accessor, raygunShot.hash, top.hash, &pos,
|
||||
&rot, size, &random, &random, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
float WorkModule_get_float_replace(u64 module_accessor, int var) {
|
||||
if (is_training_mode()) {
|
||||
if (is_operation_cpu(module_accessor)) {
|
||||
int status_kind = StatusModule::status_kind(module_accessor);
|
||||
// Damage -> DamageFall
|
||||
if (status_kind >= 0x48 && status_kind <= 0x50) {
|
||||
float angle = 0;//(DI_STATE - 1) * PI / 4.0;
|
||||
|
||||
if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X)
|
||||
return cos(angle);
|
||||
|
||||
if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y)
|
||||
return sin(angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// call original WorkModule::get_float_impl
|
||||
u64 work_module = LOAD64(module_accessor + 0x50);
|
||||
u64 get_float_impl = LOAD64(work_module) + 0x58LL;
|
||||
|
||||
float (*work_module_get_float_impl)(u64, int) =
|
||||
(float (*)(u64, int))(LOAD64(get_float_impl));
|
||||
|
||||
return work_module_get_float_impl(work_module, var);
|
||||
}
|
||||
|
||||
void MotionModule_change_motion_replace(u64 module_accessor, u64 hash,
|
||||
float start_frame,
|
||||
float frame_speed_mult, bool unk1,
|
||||
float unk2, bool unk3, bool unk4) {
|
||||
const char *down_taunt_l = "appeal_lw_l";
|
||||
const char *down_taunt_r = "appeal_lw_r";
|
||||
const char *up_taunt_l = "appeal_hi_l";
|
||||
const char *up_taunt_r = "appeal_hi_r";
|
||||
const char *side_taunt_l = "appeal_s_l";
|
||||
const char *side_taunt_r = "appeal_s_r";
|
||||
|
||||
char buffer[16];
|
||||
// Down Taunt
|
||||
if (hash == hash40(down_taunt_l) || hash == hash40(down_taunt_r)) {
|
||||
TOGGLE_STATE = (TOGGLE_STATE + 1) % NUM_TOGGLE_STATES;
|
||||
if (TOGGLE_STATE)
|
||||
print_string(module_accessor, "MASH\nAIRDODGE");
|
||||
else
|
||||
print_string(module_accessor, "NONE");
|
||||
}
|
||||
// Up Taunt
|
||||
else if (hash == hash40(up_taunt_l) || hash == hash40(up_taunt_r)) {
|
||||
HITBOX_VIS = !HITBOX_VIS;
|
||||
if (HITBOX_VIS)
|
||||
print_string(module_accessor, "HITBOX\nVIS");
|
||||
else
|
||||
print_string(module_accessor, "NO\nHITBOX");
|
||||
}
|
||||
// Side Taunt
|
||||
else if (hash == hash40(side_taunt_l) || hash == hash40(side_taunt_r)) {
|
||||
}
|
||||
|
||||
// call original WorkModule::enable_transition_term_group_impl
|
||||
u64 motion_module = LOAD64(module_accessor + 0x88);
|
||||
u64 change_motion_impl = LOAD64(motion_module) + 0xD8LL;
|
||||
|
||||
void (*motion_module_change_motion_impl)(u64, u64, float, float, bool, float, bool, bool) =
|
||||
(void (*)(u64, u64, float, float, bool, float, bool, bool))(
|
||||
LOAD64(change_motion_impl));
|
||||
|
||||
motion_module_change_motion_impl(motion_module, hash, start_frame, frame_speed_mult, unk1, unk2, unk3, unk4);
|
||||
}
|
Loading…
Reference in a new issue