mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-01-20 17:30:13 +00:00
1f9d492626
Fixed formatting and indentation
156 lines
5.1 KiB
C++
156 lines
5.1 KiB
C++
#include <math.h>
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#include "l2c.hpp"
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#include "l2c_imports.hpp"
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#include "acmd_wrapper.hpp"
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#include "saltysd_helper.hpp"
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#include "const_value_table.h"
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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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Vector3f id_colors[8] = {
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{ 1.0f, 0.0f, 0.0f }, // 0xff0000 (red)
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{ 0.7843f, 0.3529f, 1.0f }, // 0xc85aff (purple)
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{ 1.0f, 0.7843f, 0.7843f }, // 0xffc8c8 (pink)
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{ 0.0f, 1.0f, 0.8431f }, // 0x00ffd7 (turquoise)
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{ 1.0f, 0.4706f, 0.0f }, // 0xff7800 (orange)
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{ 0.7843f, 0.7059f, 0.0f }, // 0xc8b400 (dark goldenrod)
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{ 0.7843f, 0.0f, 1.0f }, // 0xc800ff (purple)
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{ 0.3765f, 0.2863f, 0.5294f }, // 0x604987 (dark blue-gray)
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};
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namespace app::lua_bind::AttackModule {
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// clear graphics every time we clear all hitboxes
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void clear_all_replace(u64 module_accessor) {
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if (is_training_mode()) {
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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 >= FIGHTER_STATUS_KIND_GUARD_ON && status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) {
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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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// call original AttackModule::clear_all_impl
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u64 attack_module = load_module(module_accessor, 0xA0);
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void (*clear_all)(u64) = (void(*)(u64))(load_module_impl(attack_module, 0x50));
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return clear_all(attack_module);
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}
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}
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void generate_hitbox_effects(L2CAgent *l2c_agent,
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L2CValue *id, L2CValue *bone, L2CValue *size,
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L2CValue *x, L2CValue *y, L2CValue *z,
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L2CValue *x2, L2CValue *y2, L2CValue *z2) {
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Vector3f color = id_colors[id->raw % 8];
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L2CValue red(color.x);
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L2CValue green(color.y);
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L2CValue blue(color.z);
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float sizeMult = 19.0 / 200.0;
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Hash40 shieldEffectHash = { .hash = 0xAFAE75F05LL };
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L2CValue shieldEffect(shieldEffectHash.hash);
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L2CValue xRot(0.0f);
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L2CValue yRot(0.0f);
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L2CValue zRot(0.0f);
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L2CValue terminate(true);
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L2CValue effectSize((float)size->raw_float * sizeMult);
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L2CValue rate(8.0f);
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float xDist = x2->raw_float - x->raw_float;
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float yDist = y2->raw_float - y->raw_float;
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float zDist = z2->raw_float - z->raw_float;
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int num_effects;
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if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) { // extended hitbox
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float dist = sqrt(xDist * xDist + yDist * yDist + xDist * xDist);
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num_effects = ceil(dist / (size->raw_float * 0.95)); // just enough effects to form a continuous line
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if (num_effects < 2)
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num_effects = 2;
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if (num_effects > 16)
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num_effects = 16;
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} else { // non-extended hitbox
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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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float mult = (float)i / num_effects;
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L2CValue currX(x->raw_float + xDist * mult);
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L2CValue currY(y->raw_float + yDist * mult);
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L2CValue currZ(z->raw_float + zDist * mult);
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ACMD acmd(l2c_agent);
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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
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acmd.wrap(LAST_EFFECT_SET_COLOR, { red, green, blue });
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// speed up animation by rate to remove pulsing effect
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acmd.wrap(LAST_EFFECT_SET_RATE, { rate });
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}
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}
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namespace app::sv_animcmd {
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void ATTACK_replace(u64 a1) {
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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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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_effects(&l2c_agent, &id, &bone, &size, &x, &y, &z, &x2, &y2, &z2); // generate hitbox effect(s)
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}
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u64 v1, v2, i;
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v1 = a1;
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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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}
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void hitbox_vis_main() {
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AttackModule_set_attack_lua_state = (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)&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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