r5sdk/r5dev/engine/client/cl_main.h
Kawe Mazidjatari 1afa75fec3 Fix >190FPS input system/simulation problems
Function 'CL_Move' has been fully rebuild in the SDK. Originally, the game checked if the delta time exceeded an amount defined by an immediate value, and dropped usercmd's if that was the case. This logic has been replaced with a more dynamic solution, and the console variable regulating this ('fps_input_max') is set to 200.0 by default (the same as the fix applied in the Season 9.1 Genesis update). This function also has been slightly optimized by removing duplicate operations that were performed in the original function. A second fix has been applied to 'CInput::JoyStickApplyMovement' that was also found changed in the Season 9.1 Genesis executable. In that function, an extraneous clamp was performed on the frame time causing viewstick problems when usercmd's get dropped in CL_Move.
2023-06-03 21:20:23 +02:00

57 lines
2.7 KiB
C++

#pragma once
inline CMemory p_CL_Move;
inline auto CL_Move = p_CL_Move.RCast<void(*)(void)>();
inline CMemory p_CL_SendMove;
inline auto CL_SendMove = p_CL_SendMove.RCast<void(*)(void)>();
inline CMemory p_CL_EndMovie;
inline auto CL_EndMovie = p_CL_EndMovie.RCast<int(*)(void)>();
inline CMemory p_CL_ClearState;
inline auto CL_ClearState = p_CL_ClearState.RCast<int(*)(void)>();
inline CMemory p_CL_RunPrediction;
inline auto CL_RunPrediction = p_CL_RunPrediction.RCast<void(*)(void)>();
///////////////////////////////////////////////////////////////////////////////
class VCL_Main : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CL_Move", p_CL_Move.GetPtr());
LogFunAdr("CL_SendMove", p_CL_SendMove.GetPtr());
LogFunAdr("CL_EndMovie", p_CL_EndMovie.GetPtr());
LogFunAdr("CL_ClearState", p_CL_ClearState.GetPtr());
LogFunAdr("CL_RunPrediction", p_CL_RunPrediction.GetPtr());
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CL_Move = g_GameDll.FindPatternSIMD("40 53 48 81 EC ?? ?? ?? ?? 83 3D ?? ?? ?? ?? ?? 0F B6 DA");
p_CL_SendMove = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 48 8D AC 24 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B 05 ?? ?? ?? ??");
p_CL_EndMovie = g_GameDll.FindPatternSIMD("48 8B C4 48 83 EC 68 80 3D ?? ?? ?? ?? ??");
p_CL_ClearState = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 1D ?? ?? ?? ??");
p_CL_RunPrediction = g_GameDll.FindPatternSIMD("4C 8B DC 48 83 EC 58 83 3D ?? ?? ?? ?? ??");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CL_Move = g_GameDll.FindPatternSIMD("48 81 EC ?? ?? ?? ?? 83 3D ?? ?? ?? ?? ?? 44 0F 29 5C 24 ??");
p_CL_SendMove = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 56 41 57 48 8D AC 24 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B 05 ?? ?? ?? ??");
p_CL_EndMovie = g_GameDll.FindPatternSIMD("48 83 EC 28 80 3D ?? ?? ?? ?? ?? 74 7B");
p_CL_ClearState = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48 8B 01");
p_CL_RunPrediction = g_GameDll.FindPatternSIMD("48 83 EC 48 83 3D ?? ?? ?? ?? ?? 0F 85 ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ??");
#endif
CL_Move = p_CL_Move.RCast<void(*)(void)>();
CL_SendMove = p_CL_SendMove.RCast<void(*)(void)>();
CL_EndMovie = p_CL_EndMovie.RCast<int(*)(void)>();
CL_ClearState = p_CL_ClearState.RCast<int(*)(void)>();
CL_RunPrediction = p_CL_RunPrediction.RCast<void(*)(void)>();
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Attach(void) const;
virtual void Detach(void) const;
};
///////////////////////////////////////////////////////////////////////////////