Add auto-bunnyhop to CreateMove hook.
* TODO: Store NetVar offsets statically. Signed-off-by: aixxe <me@aixxe.net>
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@ -10,3 +10,5 @@
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#include "Utilities/FindPattern.h"
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#include "Utilities/Interfaces.h"
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#include "Utilities/NetVars.h"
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#include "Game/Entity.h"
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@ -8,7 +8,12 @@ void GUI::DrawFramerateCounter() {
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}
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void GUI::DrawConfigurationWindow() {
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ImGui::Begin("cstrike-basehook-linux", nullptr);
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ImGui::Text("Hello, world!");
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ImGui::Begin("Settings", nullptr);
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ImGui::PushItemWidth(-1);
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ImGui::Checkbox("Auto-bunnyhop", &GUI::BunnyHop::Enabled);
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ImGui::Spacing();
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ImGui::PopItemWidth();
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ImGui::End();
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}
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@ -2,6 +2,8 @@
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bool GUI::IsVisible = false;
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bool GUI::BunnyHop::Enabled = true;
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void GUI::Render() {
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// Draw various global components.
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GUI::DrawFramerateCounter();
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@ -6,6 +6,10 @@
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namespace GUI {
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extern bool IsVisible;
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namespace BunnyHop {
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extern bool Enabled;
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}
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void DrawFramerateCounter();
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void DrawConfigurationWindow();
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@ -0,0 +1,11 @@
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#pragma once
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class C_BaseEntity: public IClientEntity {
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};
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class C_BasePlayer: public C_BaseEntity {
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public:
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int GetFlags() {
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return *reinterpret_cast<int*>(uintptr_t(this) + NetVars::GetOffset("CBasePlayer", "m_fFlags"));
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}
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};
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@ -12,9 +12,16 @@ void Hooks::CreateMove(IBaseClientDLL* thisptr, int sequence, float frametime, b
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// Get the current user command.
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CUserCmd* cmd = input->GetUserCmd(sequence);
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if (cmd->buttons & IN_JUMP) {
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cmd->buttons |= IN_ATTACK;
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}
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// Get the LocalPlayer entity.
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C_BasePlayer* localplayer = static_cast<C_BasePlayer*>(entitylist->GetClientEntity(engine->GetLocalPlayer()));
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// No need to validate if we stop here since we haven't changed anything yet.
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if (!localplayer)
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return;
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// Auto-bunnyhop when jump key is held. (releases the IN_JUMP button when on ground)
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if (GUI::BunnyHop::Enabled && cmd->buttons & IN_JUMP && !(localplayer->GetFlags() & FL_ONGROUND))
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cmd->buttons &= ~IN_JUMP;
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// Re-calculate the command checksum after making changes.
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input->VerifyUserCmd(cmd, sequence);
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