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GTASADE_Plugin.cpp
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242 lines (204 loc) · 9.45 KB
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#include "uevr/Plugin.hpp"
#include "uevr/API.hpp"
#include "MemoryManager.h"
#include "SettingsManager.h"
#include "CameraController.h"
#include "PlayerManager.h"
#include "WeaponManager.h"
#include "Utilities.h"
//#include <chrono>
using namespace uevr;
#define PLUGIN_LOG_ONCE(...) {\
static bool _logged_ = false; \
if (!_logged_) { \
_logged_ = true; \
API::get()->log_info(__VA_ARGS__); \
}}
class GTASADE_Plugin : public uevr::Plugin {
private:
MemoryManager memoryManager;
SettingsManager settingsManager;
CameraController cameraController;
PlayerManager playerManager;
WeaponManager weaponManager;
public:
GTASADE_Plugin() : cameraController(&memoryManager, &settingsManager, &playerManager),
weaponManager(&playerManager, &cameraController, &memoryManager, &settingsManager),
playerManager(&settingsManager),
memoryManager(&settingsManager){}
void on_dllmain() override {}
void on_dllmain_detach() override {
ManagePluginState(false);
}
void on_initialize() override {
API::get()->log_info("%s", "VR cpp mod initializing");
settingsManager.InitSettingsManager();
memoryManager.InitMemoryManager();
Utilities::InitHelperClasses();
weaponManager.HideBulletTrace();
}
void on_pre_engine_tick(API::UGameEngine* engine, float delta) override {
PLUGIN_LOG_ONCE("Pre Engine Tick: %f", delta);
/*auto start = std::chrono::high_resolution_clock::now();*/
FetchRequiredValuesFromMemory();
playerManager.FetchPlayerUObjects();
if (!cameraController.underwaterViewFixed && playerManager.isInControl)
cameraController.FixUnderwaterView(true);
ManagePluginState(true);
// Main VR functions :
if (pluginStateApplied != VRdisabled)
{
weaponManager.UpdateActualWeaponMesh();
if (settingsManager.debugMod) uevr::API::get()->log_info("equippedWeaponIndex");
if (!playerManager.weaponWheelEnabled)
{
cameraController.ProcessCameraMatrix(delta);
cameraController.ProcessHookedHeadPosition(delta);
weaponManager.UpdateShootingState(!weaponManager.firstWeaponShotDone);
weaponManager.ProcessAiming(!weaponManager.firstWeaponShotDone);
}
weaponManager.ProcessWeaponHandling(delta);
weaponManager.ProcessWeaponVisibility();
}
SendStatesToLua();
settingsManager.UpdateSettingsIfModifiedByPlayer();
UpdatePreviousStates();
//auto end = std::chrono::high_resolution_clock::now();
//auto duration_ms = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
//API::get()->log_info("execution time : %lld micro seconds", duration_ms.count());
//Last test average = 85,150537634409 micro seconds
}
void on_post_engine_tick(API::UGameEngine* engine, float delta) override {
PLUGIN_LOG_ONCE("Post Engine Tick: %f", delta);
}
void on_pre_slate_draw_window(UEVR_FSlateRHIRendererHandle renderer, UEVR_FViewportInfoHandle viewport_info) override {
PLUGIN_LOG_ONCE("Pre Slate Draw Window");
}
void on_post_slate_draw_window(UEVR_FSlateRHIRendererHandle renderer, UEVR_FViewportInfoHandle viewport_info) override {
PLUGIN_LOG_ONCE("Post Slate Draw Window");
}
void ManagePluginState(bool enableVR)
{
if (settingsManager.debugMod) API::get()->log_info("ManagePluginState");
// We need to fetch the weapon one last time after player lost control so the plugin can correctly reset the weapon position for cutscenes.
if (!playerManager.isInControl && playerManager.wasInControl)
weaponManager.UpdateActualWeaponMesh();
bool viewRequiresDisabledVR = playerManager.isInControl &&
(!playerManager.isInVehicle && cameraController.currentOnFootCameraMode != CameraController::OnFootCameraMode::Close) ||
(playerManager.isInVehicle && cameraController.currentVehicleCameraMode != CameraController::VehicleCameraMode::Close);
if (pluginStateApplied != VRdisabled && (!playerManager.isInControl || viewRequiresDisabledVR || !enableVR))
{
ApplyVRdisabledState();
return;
}
if (viewRequiresDisabledVR || !enableVR)
return;
if (pluginStateApplied != OnFoot && playerManager.isInControl && (!playerManager.isInVehicle || cameraController.currentCameraMode == CameraController::AimWeaponFromCar) &&
cameraController.currentCameraMode != CameraController::Camera)
ApplyBaseState();
// Toggles the game's original instructions when going in or out of a vehicle if there's no scripted event with AimWeaponFromCar camera.
// Then sets UEVR settings according to the vehicle type
if (pluginStateApplied != Driving && playerManager.isInControl && playerManager.isInVehicle && cameraController.currentCameraMode != CameraController::AimWeaponFromCar)
{
ApplyBaseState();
ApplyDrivingState();
}
// Toggles the game's original instructions for the camera weapon controls
if (pluginStateApplied != CameraWeapon && cameraController.currentCameraMode == CameraController::Camera)
ApplyCameraWeaponState();
}
void FetchRequiredValuesFromMemory()
{
if (settingsManager.debugMod) API::get()->log_info("FetchRequiredValuesFromMemory");
playerManager.isInControl = *(reinterpret_cast<uint8_t*>(memoryManager.playerIsInControlAddress)) == 0;
playerManager.isInVehicle = *(reinterpret_cast<uint8_t*>(memoryManager.playerIsInVehicleAddress)) > 0;
playerManager.vehicleType = *(reinterpret_cast<PlayerManager::VehicleType*>(memoryManager.vehicleTypeAddress));
playerManager.shootFromCarInput = *(reinterpret_cast<int*>(memoryManager.playerShootFromCarInputAddress)) == 3;
playerManager.weaponWheelEnabled = *(reinterpret_cast<int*>(memoryManager.weaponWheelDisplayedAddress)) > 30;
cameraController.currentCameraMode = *(reinterpret_cast<CameraController::CameraMode*>(memoryManager.cameraModeAddress));
cameraController.currentOnFootCameraMode = *(reinterpret_cast<CameraController::OnFootCameraMode*>(memoryManager.onFootCameraModeAddress));
cameraController.currentVehicleCameraMode = *(reinterpret_cast<CameraController::VehicleCameraMode*>(memoryManager.vehicleCameraModeAddress));
//cameraController.isCutscenePlaying = *(reinterpret_cast<uint8_t*>(memoryManager.cutscenePlayingAddress)) > 0;
}
void UpdatePreviousStates()
{
if (settingsManager.debugMod) API::get()->log_info("UpdatePreviousStates");
playerManager.wasInControl = playerManager.isInControl;
playerManager.wasInVehicle = playerManager.isInVehicle;
playerManager.previousVehicleType = playerManager.vehicleType;
cameraController.previousCameraMode = cameraController.currentCameraMode;
cameraController.previousOnFootCameraMode = cameraController.currentOnFootCameraMode;
cameraController.previousVehicleCameraMode = cameraController.currentVehicleCameraMode;
//cameraController.wasCutscenePlaying = cameraController.isCutscenePlaying;
weaponManager.previousWeaponEquipped = weaponManager.currentWeaponEquipped;
}
enum PluginState {
Uninitialized = 0,
VRdisabled = 1,
OnFoot = 2,
Driving = 3,
CameraWeapon = 4
};
PluginState pluginStateApplied = Uninitialized;
void ApplyBaseState()
{
cameraController.camResetRequested = true;
memoryManager.ToggleAllMemoryInstructions(false);
memoryManager.InstallBreakpoints();
uevr::API::UObjectHook::set_disabled(false);
weaponManager.ResetShootingState();
settingsManager.ApplyCameraSettings(SettingsManager::OnFoot);
pluginStateApplied = OnFoot;
if (settingsManager.debugMod) API::get()->log_info("pluginStateApplied = OnFoot");
}
void ApplyDrivingState()
{
memoryManager.RestoreVehicleRelatedMemoryInstructions();
switch (playerManager.vehicleType)
{
case PlayerManager::Plane:
case PlayerManager::Helicopter:
settingsManager.ApplyCameraSettings(SettingsManager::Flying);
break;
case PlayerManager::CarOrBoat:
settingsManager.ApplyCameraSettings(SettingsManager::DrivingCar);
break;
case PlayerManager::Bike:
settingsManager.ApplyCameraSettings(SettingsManager::DrivingBike);
break;
}
weaponManager.UnhookAndRepositionWeapon();
pluginStateApplied = Driving;
/*if (settingsManager.debugMod) */API::get()->log_error("pluginStateApplied = Driving");
}
void ApplyCameraWeaponState()
{
memoryManager.ToggleAllMemoryInstructions(true);
pluginStateApplied = CameraWeapon;
API::get()->log_error("pluginStateApplied = Camera");
}
void ApplyVRdisabledState()
{
memoryManager.RemoveBreakpoints();
memoryManager.ToggleAllMemoryInstructions(true);
cameraController.FixUnderwaterView(false);
uevr::API::UObjectHook::set_disabled(true);
playerManager.RepositionUnhookedUobjects();
weaponManager.UnhookAndRepositionWeapon();
settingsManager.ApplyCameraSettings(SettingsManager::Cutscene);
pluginStateApplied = VRdisabled;
API::get()->log_error("pluginStateApplied = NoControls");
}
void SendStatesToLua()
{
if (playerManager.vehicleType != playerManager.previousVehicleType)
API::get()->dispatch_lua_event("playerState", playerManager.VehicleTypeToString(playerManager.vehicleType));
if (cameraController.previousOnFootCameraMode != cameraController.currentOnFootCameraMode)
API::get()->dispatch_lua_event("onFootCameraMode", cameraController.VehicleCameraModeToString(cameraController.currentVehicleCameraMode));
if (cameraController.previousVehicleCameraMode != cameraController.currentVehicleCameraMode)
API::get()->dispatch_lua_event("vehicleCameraMode", cameraController.VehicleCameraModeToString(cameraController.currentVehicleCameraMode));
}
};
// Actually creates the plugin. Very important that this global is created.
// The fact that it's using std::unique_ptr is not important, as long as the constructor is called in some way.
std::unique_ptr<GTASADE_Plugin> g_plugin{ new GTASADE_Plugin() };