Add camera informations. Fog fix improvement
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@@ -3,6 +3,7 @@
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#include <spdlog/sinks/rotating_file_sink.h>
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#include <filesystem>
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#include <safetyhook.hpp>
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#include "GameInformations.h"
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#include "ObfuscateString.h"
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#include "Memory.hpp";
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#include "Maths.hpp";
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@@ -50,6 +51,8 @@ static float g_cameraHeight = -15.f;
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static float g_FOV_In = 70.f;
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static float g_Compensated_FOV = 70.f;
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static float g_FOV_Out = 70.f;
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static float g_Camera_In = 550.f;
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static float g_Camera_Out = 550.f;
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static bool g_Console_Enabled = false;
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// AOB Unreal Engine offsets addresses
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@@ -190,7 +193,9 @@ extern "C" __declspec(dllexport) void SetFixEnabled(bool enabled)
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}
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if (Fogaddress == nullptr) {
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constexpr auto FogStringObfuscated = make_obfuscated<0x4A>("0F 84 ?? ?? ?? ?? F6 ?? ?? ?? 0F 84 ?? ?? ?? ?? 83 BF");
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// 40 ?? 48 83 ?? ?? 48 8B ?? ?? ?? ?? ?? 48 ?? ?? 48 89 ?? ?? ?? 48 8D ?? ?? 48 8D ?? ?? ?? E8
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//constexpr auto FogStringObfuscated = make_obfuscated<0x4A>("0F 84 ?? ?? ?? ?? F6 ?? ?? ?? 0F 84 ?? ?? ?? ?? 83 BF");
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constexpr auto FogStringObfuscated = make_obfuscated<0x4A>("40 ?? 48 83 ?? ?? 48 8B ?? ?? ?? ?? ?? 48 ?? ?? 48 89 ?? ?? ?? 48 8D ?? ?? 48 8D ?? ?? ?? E8");
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Fogaddress = Memory::AOBScan(gameExecutable, FogStringObfuscated.decrypt(), PAGE_EXECUTE_READ);
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//"HellIsUs-Win64-Shipping.exe" + 22B77C8 - 74 11 - je "HellIsUs-Win64-Shipping.exe" + 22B77DB
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//"HellIsUs-Win64-Shipping.exe" + 22B77CA - 48 8B 05 8F 23 08 07 - mov rax, ["HellIsUs-Win64-Shipping.exe" + 9339B60]
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@@ -204,6 +209,7 @@ extern "C" __declspec(dllexport) void SetFixEnabled(bool enabled)
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logger->warn("Fog signature not found. Maybe your game has been updated and is no more compatible with this plugin.");
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else {
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logger->info("Fog signature found at address: 0x{:X}.", reinterpret_cast<uintptr_t>(Fogaddress));
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Fogaddress += 0x31; // 0x57
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}
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}
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@@ -387,20 +393,15 @@ extern "C" __declspec(dllexport) void SetHUD(int HUDValue)
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}
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// Getters for Reshade addon call
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extern "C" __declspec(dllexport) float GetFOVIn() {
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return g_FOV_In;
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}
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extern "C" __declspec(dllexport) void GetGameInfos(GameInfos* infos) {
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if (!infos) return;
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extern "C" __declspec(dllexport) float GetCompensatedFOV() {
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return g_Compensated_FOV;
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}
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extern "C" __declspec(dllexport) float GetFOVOut() {
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return g_FOV_Out;
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}
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extern "C" __declspec(dllexport) bool GetConsoleEnabled() {
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return g_Console_Enabled;
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infos->FOVIn = g_FOV_In;
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infos->CompensatedFOV = g_Compensated_FOV;
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infos->FOVOut = g_FOV_Out;
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infos->cameraIn = g_Camera_In;
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infos->cameraOut = g_Camera_Out;
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infos->consoleEnabled = g_Console_Enabled;
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}
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// Code injection functions
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@@ -443,7 +444,10 @@ static void CameraFixEnabled(ECharlieCameraMode mode) {
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if (!CameraHook) { // Hook only once +0x4e or start to test +0x13
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CameraHook = safetyhook::create_mid(Cameraaddress + 0x4e,
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[](SafetyHookContext& ctx) {
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g_Camera_In = ctx.xmm0.f32[0];
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ctx.xmm0.f32[0] *= (g_Camera_fix_enabled ? g_cameraDistanceMultiplier : 1.f);
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g_Camera_Out = ctx.xmm0.f32[0];
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// Retrieve player camera object
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auto* charlieCameraBaseConfig = reinterpret_cast<UCharlieCameraBaseConfig*>(ctx.rax);
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if (charlieCameraBaseConfig && charlieCameraBaseConfig->IsA(UCharlieCameraBaseConfig::StaticClass())) {
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@@ -553,22 +557,23 @@ static void VignettingFixEnabled() {
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}
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}
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static void FogFixEnabled() {
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if (g_fix_enabled && g_Fog_fix_enabled && Fogaddress) {
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if (!FogHook) {
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FogHook = safetyhook::create_mid(Fogaddress,
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[](SafetyHookContext& ctx) {
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ctx.rflags |= 0x40; // ZF=1 r.VolumetricFog = 0
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if (!ctx.rax) return;
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uintptr_t* rax = reinterpret_cast<uintptr_t*>(ctx.rax);
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bool* bFog = reinterpret_cast<bool*>(reinterpret_cast<uint8_t*>(rax) + 0x04);
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*bFog = g_fix_enabled && g_Fog_fix_enabled ? false : true;
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});
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}
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else FogHook.enable();
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logger->info("Fog fix enabled");
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}
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if (!(g_fix_enabled && g_Fog_fix_enabled) && Fogaddress) {
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if (FogHook) FogHook.disable();
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if (!(g_fix_enabled && g_Fog_fix_enabled) && Fogaddress)
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logger->info("Fog fix disabled");
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}
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}
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// UE Console creation
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static void EnableConsole()
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@@ -604,6 +609,8 @@ static void EnableConsole()
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logger->info("Successfully spawned console object");
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// Set the console viewport so that it will be displayed
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Engine->GameViewport->ViewportConsole = static_cast<UConsole*>(NewObject);
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//Engine->GameViewport->ViewportConsole->ConsoleTargetPlayer->ViewportClient
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auto end = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = end - start;
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