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Fixed IS_PLAYER_TARGETTING_CHAR incorrectly detecting targetting in Classic controls when the player is not aiming
Contributed by Wesser Fixes #10
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@ -647,6 +647,42 @@ namespace PickupEffectsFixes
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}
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}
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// ============= Fixed IS_PLAYER_TARGETTING_CHAR incorrectly detecting targetting in Classic controls =============
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// ============= when the player is not aiming =============
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// ============= By Wesser =============
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namespace IsPlayerTargettingCharFix
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{
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static bool* bUseMouse3rdPerson;
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static void* TheCamera;
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static bool (__fastcall* Using1stPersonWeaponMode)();
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__declspec(naked) static void IsPlayerTargettingChar_ExtraChecks()
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{
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// After this extra block of code, there is a jz Return, so set ZF to 0 here if this path is to be entered
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_asm
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{
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test bl, bl
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jnz ReturnToUpdateCompareFlag
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mov eax, [bUseMouse3rdPerson]
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cmp byte ptr [eax], 0
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jne CmpAndReturn
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mov ecx, [TheCamera]
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call [Using1stPersonWeaponMode]
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test al, al
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jz ReturnToUpdateCompareFlag
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CmpAndReturn:
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cmp byte ptr [esp+11Ch-10Ch], 0
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retn
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ReturnToUpdateCompareFlag:
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xor al, al
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retn
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}
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}
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}
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void InjectDelayedPatches_VC_Common( bool bHasDebugMenu, const wchar_t* wcModulePath )
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{
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using namespace Memory;
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@ -1479,6 +1515,28 @@ void Patch_VC_Common()
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Patch(fireInstantHit.get<void>(15), { 0xD9, 0xEE, 0x90, 0x90 });
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Patch(fireInstantHit.get<void>(30), { 0xD9, 0xEE, 0x90, 0x90 });
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}
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// Fixed IS_PLAYER_TARGETTING_CHAR incorrectly detecting targetting in Classic controls
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// when the player is not aiming
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// By Wesser
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{
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using namespace IsPlayerTargettingCharFix;
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auto isPlayerTargettingChar = pattern("83 7C 24 ? ? A3 ? ? ? ? 0F 84").get_one();
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auto using1stPersonWeaponMode = static_cast<decltype(Using1stPersonWeaponMode)>(get_pattern("66 83 F8 07 74 18", -7));
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bool* useMouse3rdPerson = *get_pattern<bool*>("80 3D ? ? ? ? ? 75 09 66 C7 05 ? ? ? ? ? ? 8B 35", 2);
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void* theCamera = *get_pattern<void*>("B9 ? ? ? ? 31 DB E8", 1);
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Using1stPersonWeaponMode = using1stPersonWeaponMode;
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bUseMouse3rdPerson = useMouse3rdPerson;
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TheCamera = theCamera;
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// Move mov ds:dword_784030, eax one instruction earlier so we don't need
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// to include it in the patched routine
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memmove(isPlayerTargettingChar.get<void>(), isPlayerTargettingChar.get<void>(5), 5);
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InjectHook(isPlayerTargettingChar.get<void>(5), IsPlayerTargettingChar_ExtraChecks, HookType::Call);
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}
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}
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BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
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