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https://github.com/XLabsProject/s1x-client.git
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feat: add increased bullet penetration dvar (#704)
Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
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src/client/component/bullet.cpp
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44
src/client/component/bullet.cpp
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@ -0,0 +1,44 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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namespace bullet
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{
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namespace
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{
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utils::hook::detour bg_get_surface_penetration_depth_hook;
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float bg_get_surface_penetration_depth_stub(game::Weapon weapon, bool is_alternate, int surfaceType)
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{
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if (dvars::bg_surfacePenetration->current.value > 0.0f)
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{
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return dvars::bg_surfacePenetration->current.value;
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}
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return bg_get_surface_penetration_depth_hook.invoke<float>(weapon, is_alternate, surfaceType);
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_sp())
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{
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return;
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}
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dvars::bg_surfacePenetration = game::Dvar_RegisterFloat("bg_surfacePenetration", 0.0f,
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0.0f, std::numeric_limits<float>::max(), game::DVAR_FLAG_SAVED,
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"Set to a value greater than 0 to override the surface penetration depth");
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bg_get_surface_penetration_depth_hook.create(0x1401641A0, &bg_get_surface_penetration_depth_stub);
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}
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};
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}
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REGISTER_COMPONENT(bullet::component)
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@ -20,6 +20,8 @@ namespace dvars
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game::dvar_t* g_playerEjection = nullptr;
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game::dvar_t* g_playerCollision = nullptr;
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game::dvar_t* bg_surfacePenetration = nullptr;
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game::dvar_t* pm_bouncing = nullptr;
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game::dvar_t* g_dump_scripts = nullptr;
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game::dvar_t* g_gravity = nullptr;
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@ -19,6 +19,8 @@ namespace dvars
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extern game::dvar_t* g_playerCollision;
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extern game::dvar_t* g_playerEjection;
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extern game::dvar_t* bg_surfacePenetration;
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extern game::dvar_t* pm_bouncing;
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extern game::dvar_t* g_dump_scripts;
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extern game::dvar_t* g_gravity;
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