1
0
Fork 0
mirror of https://github.com/jugeeya/UltimateTrainingModpack.git synced 2025-01-20 09:20:13 +00:00
UltimateTrainingModpack/source/hitbox_visualizer.hpp

147 lines
No EOL
4.9 KiB
C++

#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},
};
namespace app::lua_bind::AttackModule {
// Clear graphics every time we clear all hitboxes
void clear_all_replace(u64 module_accessor) {
if (is_training_mode()) {
// Only if we're not shielding
int status_kind = StatusModule::status_kind(module_accessor);
if (!(status_kind >= FIGHTER_STATUS_KIND_GUARD_ON && status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) {
Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
EffectModule::kill_kind(module_accessor, shieldEffectHash.hash, 0, 1);
}
}
// call original AttackModule::clear_all_impl
u64 attack_module = load_module(module_accessor, 0xA0);
void (*clear_all)(u64) = (void(*)(u64))(load_module_impl(attack_module, 0x50));
return clear_all(attack_module);
}
}
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});
}
}
namespace app::sv_animcmd {
void 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;
}
}
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)&ATTACK_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE",
(u64)&AttackModule::clear_all_replace);
}