#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); void (*AttackModule_clear_all_orig)(u64); void (*AttackModule_clear_orig)(u64, int); 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) { L2CValue red = {.type = L2C_number, .raw_float = color.x}; L2CValue green = {.type = L2C_number, .raw_float = color.y}; L2CValue blue = {.type = L2C_number, .raw_float = color.z}; l2c_agent->push_lua_stack(&red); l2c_agent->push_lua_stack(&green); l2c_agent->push_lua_stack(&blue); } 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}; L2CValue shieldEffect = {.type = L2C_hash, .raw = shieldEffectHash.hash}; L2CValue xRot = {.type = L2C_number, .raw_float = 0.0}; L2CValue yRot = {.type = L2C_number, .raw_float = 0.0}; L2CValue zRot = {.type = L2C_number, .raw_float = 0.0}; L2CValue terminate = {.type = L2C_bool, .raw = 1}; L2CValue effectSize = {.type = L2C_number, .raw_float = (float)size->raw_float * sizeMult}; L2CValue rate = {.type = L2C_number, .raw_float = 8.0f}; // 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++) { // 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); 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]); 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); 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; 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) 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; }