#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 generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *id, L2CValue *bone, L2CValue *size, L2CValue *x, L2CValue *y, L2CValue *z, L2CValue *x2, L2CValue *y2, L2CValue *z2) { Vector3f color = id_colors[id->raw % 8]; L2CValue red(color.x); L2CValue green(color.y); L2CValue blue(color.z); float sizeMult = 19.0 / 200.0; Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL}; 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); L2CValue rate(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++) { 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)); ACMD acmd(l2c_agent); acmd.wrap(EFFECT_FOLLOW_NO_SCALE, {shieldEffect, *bone, currX, currY, currZ, xRot, yRot, zRot, effectSize, terminate} ); // Set to hitbox ID color acmd.wrap(LAST_EFFECT_SET_COLOR, {red, green, blue}); // Speed up animation by rate to remove pulsing effect // LAST_EFFECT_SET_RATE(Rate) acmd.wrap(LAST_EFFECT_SET_RATE, {rate}); } } void app_sv_animcmd_ATTACK_replace(u64 a1) { // 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() 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); } u64 v1, v2, i; v1 = a1; // 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; }