-
Notifications
You must be signed in to change notification settings - Fork 7
/
Copy pathNFS_XtendedInput_FEng.h
940 lines (796 loc) · 27.8 KB
/
NFS_XtendedInput_FEng.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
#pragma once
#include "NFS_XtendedInput.h"
#include "NFS_XtendedInputButtons.h"
#ifdef GAME_MW
#include "NFSMW_XtendedInput.h"
#endif
#ifdef GAME_CARBON
#include "NFSC_XtendedInput.h"
#endif
#ifdef GAME_PROSTREET
#include "NFSPS_XtendedInput.h"
#endif
#include <windows.h>
#include <timeapi.h>
#pragma comment(lib,"winmm.lib")
// Win32 mouse API stuff
RECT windowRect;
bool bMousePressedDown = false;
bool bMousePressedDownOldState = false;
bool bMouse2PressedDown = false;
bool bMouse2PressedDownOldState = false;
bool bMouse3PressedDown = false;
bool bMouse3PressedDownOldState = false;
int MouseWheelValue = 0;
bool bConfineMouse = false;
int TimeSinceLastMouseMovement = 0;
bool bUseWin32Cursor = true;
bool bUseCustomCursor = true;
bool bLastUsedVirtualMouse = false;
bool bUseDynamicFEngSwitching = true;
HCURSOR NFSCursor;
#define MOUSEHIDE_TIME 5000
// FE texture button re-mapping
unsigned int ButtonTexHashes[FE_TEX_HASH_COUNT];
bool bLoadedConsoleButtonTex = false;
char ButtonTexFilename[128];
enum FEObjType
{
FE_None = 0,
FE_Image = 1,
FE_String = 2,
FE_Model = 3,
FE_List = 4,
FE_Group = 5,
FE_CodeList = 6,
FE_Movie = 7,
FE_Effect = 8,
FE_ColoredImage = 9,
FE_AnimImage = 10,
FE_SimpleImage = 11,
FE_MultiImage = 12,
FE_UserMin = 256,
};
enum FEObject_Flags
{
FF_HideInEdit = -2147483648,
FF_AffectAllScripts = 0x40000000,
FF_PerspectiveProjection = 0x20000000,
FF_IsButton = 0x10000000,
FF_ObjectLocked = 0x8000000,
FF_IgnoreButton = 0x4000000,
FF_Dirty = 0x2000000,
FF_DirtyTransform = 0x1000000,
FF_DirtyColor = 0x800000,
FF_DirtyCode = 0x400000,
FF_CodeSuppliedResource = 0x200000,
FF_UsesLibraryObject = 0x100000,
FF_DontNavigate = 0x80000,
FF_SaveStaticTracks = 0x40000,
FF_MouseObject = 0x20000,
};
struct FEObject
{
void* pDestructorCallback;
long Padding[2];
unsigned long GUID;
unsigned long NameHash;
char* pName;
FEObjType Type;
unsigned long Flags;
unsigned short RenderContext;
unsigned short ResourceIndex;
unsigned long Handle;
unsigned long UserParam;
unsigned char* pData;
unsigned long DataSize;
int Responses;
int Scripts;
void* pCurrentScript;
void* Cached;
};
#ifdef GAME_MW
#define FE_CONTROL_FLAG_PC 0x8
#else
#define FE_CONTROL_FLAG_PC 0x1008
#endif
#define FE_CONTROL_FLAG_CONSOLE 0x40
#define CFE_FLAG_WAS_VISIBLE_ORIGINALLY 0x01000000
#pragma runtime_checks( "", off )
int (__thiscall* _cFEng_FindPackage)(void* cFEng, char* pkg) = (int (__thiscall*)(void*, char*))CFENG_FINDPACKAGE_ADDR;
bool(__thiscall* _cFEng_IsPackageInControl)(void* cFEng, char* pkg) = (bool(__thiscall*)(void*, char*))CFENG_ISPACKAGEINCONTROL_ADDR;
FEObject* (*FEngFindObject)(char* pkg_name, unsigned int obj_hash) = (FEObject* (*)(char*, unsigned int))FENG_FINDOBJECT_ADDR;
#ifdef GAME_MW
void(*FEngSetLanguageHash)(void* FEObject, unsigned int langhash) = (void(*)(void*, unsigned int))FENG_SETLANGHASH_ADDR;
#endif
void* (*CreateResourceFile)(char* filename, int ResFileType, int unk1, int unk2, int unk3) = (void* (*)(char*, int, int, int, int))CREATERESOURCEFILE_ADDR;
void(__thiscall* ResourceFile_BeginLoading)(void* ResourceFile, void* callback, void* unk) = (void(__thiscall*)(void*, void*, void*))RESFILE_BEGINLOADING_ADDR;
void(*ServiceResourceLoading)() = (void(*)())SERVICERESOURCELOADING_ADDR;
void __stdcall LoadResourceFile(char* filename, int ResType, int unk1, void* unk2, void* unk3, int unk4, int unk5)
{
ResourceFile_BeginLoading(CreateResourceFile(filename, ResType, unk1, unk4, unk5), unk2, unk3);
}
int __declspec(naked) cFEng_FindPackageWithControl()
{
_asm
{
mov ecx, ds: [CFENG_INSTANCE_ADDR]
mov eax, [ecx]
add eax, 0xD8
jz loc_516BAE
mov eax, [eax + 0xC]
test eax, eax
jz loc_516BAE
loc_516BA0 :
mov ecx, [eax + 0x20]
test ecx, ecx
jnz loc_516BB3
mov eax, [eax + 8]
test eax, eax
jnz loc_516BA0
loc_516BAE :
xor eax, eax
ret
loc_516BB3 :
ret
}
}
#ifdef GAME_MW
unsigned int MouseStateArrayOffsetUpdater_Address = 0;
bool(__thiscall* MouseStateArrayOffsetUpdater)(void* CB_Obj, void* FEObject) = (bool(__thiscall*)(void*, void*))FE_MOUSEUPDATER_CALLBACK_ADDR;
void FEngSetLanguageHash_Hook(char* pkg_name, int obj_hash, int lang_hash)
{
if (LastControlledDevice == LASTCONTROLLED_CONTROLLER)
{
if (ControllerIconMode == CONTROLLERICON_PS4)
FEPrintf(pkg_name, FEngFindObject(pkg_name, obj_hash), FE_SPLASH_TEXT_PS4);
else
FEPrintf(pkg_name, FEngFindObject(pkg_name, obj_hash), FE_SPLASH_TEXT_XBOX);
}
else
FEPrintf(pkg_name, FEngFindObject(pkg_name, obj_hash), FE_SPLASH_TEXT_PC);
}
//void(*FEngSetVisible)(void* FEObject) = (void(*)(void*))FENG_SETVISIBLE_ADDR;
void(*FEngSetInvisible)(void* FEObject) = (void(*)(void*))FENG_SETINVISIBLE_ADDR;
void(__thiscall* CustomTuningScreen_NotificationMessage)(void* thethis, unsigned int unk1, void* FEObject, unsigned int unk2, unsigned int unk3) = (void(__thiscall*)(void*, unsigned int, void*, unsigned int, unsigned int))0x005A9910;
// custom FEngSetVisible - necessary to stop elements from appearing we don't want dynamically (flickering buttons)
void __declspec(naked) FEngSetVisible(FEObject* obj)
{
_asm
{
mov eax, [esp+4]
test eax, eax
jz locret_514D01
mov ecx, LastControlledDevice
cmp cl, LASTCONTROLLED_CONTROLLER
mov ecx, [eax + 0x1C]
je cont
test cl, FE_CONTROL_FLAG_CONSOLE
jnz locret_514D01
jmp fengvisible_continue
cont:
test cl, FE_CONTROL_FLAG_PC
jnz locret_514D01
fengvisible_continue:
and ecx, 0x0FFFFFFFE
or ecx, 0x2400000
mov [eax + 0x1C], ecx
cmp dword ptr[eax + 0x18], 5
jnz locret_514D01
push esi
mov esi, [eax + 0x64]
mov eax, [eax + 0x60]
test eax, eax
jle loc_514D00
push edi
mov edi, eax
loc_514CF0 :
push esi
call FEngSetVisible
mov esi, [esi + 4]
add esp, 4
dec edi
jnz loc_514CF0
pop edi
loc_514D00 :
pop esi
locret_514D01 :
retn
}
}
#else
void FEngSetLanguageHash_Hook(char* pkg_name, int obj_hash, int lang_hash)
{
if (LastControlledDevice == LASTCONTROLLED_CONTROLLER)
{
if (ControllerIconMode == CONTROLLERICON_PS4)
FE_String_Printf(FEngFindObject(pkg_name, obj_hash), FE_SPLASH_TEXT_PS4);
else
FE_String_Printf(FEngFindObject(pkg_name, obj_hash), FE_SPLASH_TEXT_XBOX);
}
else
FE_String_Printf(FEngFindObject(pkg_name, obj_hash), FE_SPLASH_TEXT_PC);
}
void(*FE_Object_SetVisibility)(void* FEObject, bool visibility) = (void(*)(void*, bool))FENG_SETOBJECTVISIBILITY_ADDR;
void(__thiscall* FEPackage_ForAllObjects)(void* FEPackage, void* CallbackVT) = (void(__thiscall*)(void*, void*))FEPACKAGE_FORALLOBJ_ADDR;
void(__thiscall* cFEng_Service)(void* cFEng, int unk1, int unk2) = (void(__thiscall*)(void*, int unk1, int unk2))CFENG_SERVICE_ADDR;
char* (*GetLocalizedString)(unsigned int langhash) = (char* (*)(unsigned int))GETLOCALIZEDSTRING_ADDR;
void(__thiscall* SelectCarCameraMover_SetHRotateSpeed)(void* SelectCarCameraMover, float speed, bool activate) = (void(__thiscall*)(void*, float, bool))SELECTCAR_SETHROTATESPEED_ADDR;
void(__thiscall* SelectCarCameraMover_SetVRotateSpeed)(void* SelectCarCameraMover, float speed, bool activate) = (void(__thiscall*)(void*, float, bool))SELECTCAR_SETVROTATESPEED_ADDR;
void(__thiscall* SelectCarCameraMover_SetZoomSpeed)(void* SelectCarCameraMover, float speed, bool activate) = (void(__thiscall*)(void*, float, bool))SELECTCAR_SETZOOMSPEED_ADDR;
void(__thiscall* FeGarageMain_ZoomCameraView)(void* FEGarageMain, float speed, bool activate) = (void(__thiscall*)(void*, float, bool))FEGARAGEMAIN_ZOOMCAMERAVIEW_ADDR;
void(__thiscall* FEngine_ProcessPadsForPackage)(void* FEngine, void* FEPackage) = (void(__thiscall*)(void*, void*))FENGINE_PROCESSPADSFORPACKAGE_ADDR;
#ifdef GAME_CARBON
void*(__thiscall* FEPackage_FindObjectByHash)(void* FEPackage, unsigned int namehash) = (void*(__thiscall*)(void*, unsigned int))FEPACKAGE_FINDOBJBYHASH_ADDR;
void(__thiscall* FEWorldMapStateManager_HandleScreenTick)(void* FEWorldMapStateManager) = (void(__thiscall*)(void*))FEWORLDMAPSTATEMANAGER_TICK_ADDR;
void(__thiscall* WorldMap_UnfocusQuickList)(void* WorldMap) = (void(__thiscall*)(void*))WORLDMAP_UNFOCUSQUICKLIST_ADDR;
void(__thiscall* WorldMap_SetQuickListInFocus)(void* WorldMap) = (void(__thiscall*)(void*))WORLDMAP_SETQUICKLISTINFOCUS_ADDR;
#endif
void FEngSetVisible(void* FEObject)
{
return FE_Object_SetVisibility(FEObject, true);
}
void FEngSetInvisible(void* FEObject)
{
return FE_Object_SetVisibility(FEObject, false);
}
#endif
char* cFEng_FindPackageWithControl_Name()
{
int pkg = cFEng_FindPackageWithControl();
if (pkg)
return *(char**)(pkg + 0xC);
return NULL;
}
// fast version using hashes instead of string comparison
bool cFEng_IsPackageInControl_Fast(unsigned int pkg_name_hash)
{
if (bStringHash(cFEng_FindPackageWithControl_Name()) == pkg_name_hash)
return true;
return false;
}
unsigned int __stdcall FEngSetTextureHash(unsigned int FEImage, int hash)
{
int v2;
if (FEImage)
{
if (*(int*)(FEImage + 36) != hash)
{
v2 = *(int*)(FEImage + 28);
*(int*)(FEImage + 36) = hash;
*(int*)(FEImage + 28) = v2 | 0x400000;
}
}
return FEImage;
}
unsigned int __stdcall FEngGetTextureHash(unsigned int FEImage)
{
int result = 0;
if (FEImage)
result = *(int*)(FEImage + 36);
return result;
}
bool FEngSwapTextureHash(FEObject* inobj, unsigned int target_hash, unsigned int new_hash)
{
if (inobj->Type == FE_Image)
{
int in_hash = FEngGetTextureHash((int)inobj);
if ((in_hash) && (in_hash == target_hash))
{
FEngSetTextureHash((int)inobj, new_hash);
return true;
}
}
return false;
}
int __stdcall FEngFindImage(char* pkgname, int hash)
{
int result;
result = (int)FEngFindObject(pkgname, hash);
if (!result || *(int*)(result + 24) != 1)
result = 0;
return result;
}
#ifndef GAME_PROSTREET
void(*FESendKeystroke)(unsigned int key) = (void(*)(unsigned int))FE_SENDKEY_ADDR;
#endif
// functions wrapped because the compiler loves to check the ESP during debugging which causes errors
int __stdcall cFEng_FindPackage(char* pkg)
{
return _cFEng_FindPackage(*(void**)CFENG_INSTANCE_ADDR, pkg);
}
bool __stdcall cFEng_IsPackageInControl(char* pkg)
{
return _cFEng_IsPackageInControl(*(void**)CFENG_INSTANCE_ADDR, pkg);
}
void FEngSetVisible_Name(char* pkg_name, unsigned int obj_hash)
{
FEObject* obj = FEngFindObject(pkg_name, obj_hash);
if (obj)
FEngSetVisible(obj);
}
void FEngSetInvisible_Name(char* pkg_name, unsigned int obj_hash)
{
void* obj = FEngFindObject(pkg_name, obj_hash);
if (obj)
FEngSetInvisible(obj);
}
int FEngSetTextureHash_Name(char* pkg_name, unsigned int obj_hash, unsigned int tex_hash)
{
int obj = FEngFindImage(pkg_name, obj_hash);
if (obj)
FEngSetTextureHash(obj, tex_hash);
return obj;
}
void FEngSetVisible_CheckObj(FEObject* inobj, unsigned int obj_hash)
{
if (inobj->NameHash == obj_hash)
FEngSetVisible(inobj);
}
void FEngSetInvisible_CheckObj(FEObject* inobj, unsigned int obj_hash)
{
if (inobj->NameHash == obj_hash)
FEngSetInvisible(inobj);
}
#ifdef GAME_MW
void FEngSetLanguageHash_CheckObj(FEObject* inobj, unsigned int obj_hash, unsigned int lang_hash)
{
if (inobj->NameHash == obj_hash)
FEngSetLanguageHash(inobj, lang_hash);
}
#endif
void* FEngSetTextureHash_CheckObj(FEObject* inobj, unsigned int obj_hash, unsigned int tex_hash)
{
if (inobj->NameHash == obj_hash)
FEngSetTextureHash((int)inobj, tex_hash);
return inobj;
}
#pragma runtime_checks( "", restore )
void UpdateFECursorPos()
{
if ((*(int*)GAMEFLOWMANAGER_STATUS_ADDR != 0) && bGlobalDoPolling) // don't execute until we're in the game... fixes BSOD crash on old ATI video drivers...
{
bool bMouseInGameWindow = false;
bool bShowMouse = true;
POINT MousePos;
GetCursorPos(&MousePos);
GetWindowRect(*(HWND*)GAME_HWND_ADDR, &windowRect);
float ratio = 480.0 / (windowRect.bottom - windowRect.top); // scaling it to 480 height since that's what FE wants
if ((MousePos.x >= windowRect.left) || (MousePos.x <= windowRect.right) && (MousePos.y >= windowRect.top) || (MousePos.y <= windowRect.bottom))
bMouseInGameWindow = true;
MousePos.x = MousePos.x - windowRect.left;
MousePos.y = MousePos.y - windowRect.top;
MousePos.x = (int)((float)(MousePos.x) * ratio);
MousePos.y = (int)((float)(MousePos.y) * ratio);
#ifdef GAME_PROSTREET
float window_aspect = (float)(windowRect.right - windowRect.left) / (float)(windowRect.bottom - windowRect.top);
float shiftpos = ((window_aspect * 480.0f) - 640.0f) / 2.0f;
MousePos.x = MousePos.x - shiftpos;
#endif
// car orbiting position calculation - always relative to old
* (int*)FEMOUSECURSOR_CARORBIT_X_ADDR = MousePos.x - *(int*)FEMOUSECURSOR_X_ADDR;
*(int*)FEMOUSECURSOR_CARORBIT_Y_ADDR = MousePos.y - *(int*)FEMOUSECURSOR_Y_ADDR;
// get time since last movement and hide it after a while (unless the cursor is within the game window so we don't hide it)
if ((MousePos.x != *(int*)FEMOUSECURSOR_X_ADDR) || (MousePos.y != *(int*)FEMOUSECURSOR_Y_ADDR))
TimeSinceLastMouseMovement = timeGetTime();
else
{
if ((TimeSinceLastMouseMovement + MOUSEHIDE_TIME) < timeGetTime())
bShowMouse = false;
}
#ifdef GAME_MW
if (*(int*)GAMEFLOWMANAGER_STATUS_ADDR == 6)
{
if (*(bool*)FEMOUSECURSOR_ISHIDDEN_ADDR && cFEng_IsPackageInControl_Fast(WORLDMAPMAIN_FNG_NAMEHASH))
bShowMouse = false;
}
#else
#ifdef GAME_CARBON
if (*(bool*)FEMOUSECURSOR_ISHIDDEN_ADDR && cFEng_IsPackageInControl_Fast(WORLDMAPMAIN_FNG_NAMEHASH))
bShowMouse = false;
#endif // GAME_CARBON
#endif // GAME_MW
if (bInDebugWorldCamera)
bShowMouse = false;
if (bUseWin32Cursor)
{
if (bShowMouse)
SetCursor(NFSCursor);
else
SetCursor(NULL);
}
else
{
SetCursor(NULL);
if (bShowMouse)
*(bool*)FEMOUSECURSOR_ISHIDDEN_ADDR = false;
else
*(bool*)FEMOUSECURSOR_ISHIDDEN_ADDR = true;
}
if (!bLastUsedVirtualMouse || bUseWin32Cursor)
{
*(int*)FEMOUSECURSOR_X_ADDR = MousePos.x;
*(int*)FEMOUSECURSOR_Y_ADDR = MousePos.y;
}
// track mouse click state - make sure it lasts for exactly 1 tick of a loop, because the game is a little overzelaous with reading this input
if (bMousePressedDown != bMousePressedDownOldState)
{
*(bool*)FEMOUSECURSOR_BUTTONPRESS_ADDR = bMousePressedDown;
*(bool*)FEMOUSECURSOR_BUTTONPRESS2_ADDR = bMousePressedDown;
*(bool*)FEMOUSECURSOR_BUTTONPRESS3_ADDR = !bMousePressedDown;
bMousePressedDownOldState = bMousePressedDown;
}
else
{
//*(bool*)FEMOUSECURSOR_BUTTONPRESS_ADDR = false; // except this one, it's used for car orbiting
*(bool*)FEMOUSECURSOR_BUTTONPRESS2_ADDR = false;
*(bool*)FEMOUSECURSOR_BUTTONPRESS3_ADDR = false;
}
// track mouse click state - make sure it lasts for exactly 1 tick of a loop, because the game is a little overzelaous with reading this input
if (bMouse2PressedDown != bMouse2PressedDownOldState)
{
*(bool*)FEMOUSECURSOR_BUTTON2PRESS_ADDR = bMouse2PressedDown;
*(bool*)FEMOUSECURSOR_BUTTON2PRESS2_ADDR = bMouse2PressedDown;
*(bool*)FEMOUSECURSOR_BUTTON2PRESS3_ADDR = !bMouse2PressedDown;
bMouse2PressedDownOldState = bMouse2PressedDown;
}
else
{
*(bool*)FEMOUSECURSOR_BUTTON2PRESS2_ADDR = false;
*(bool*)FEMOUSECURSOR_BUTTON2PRESS3_ADDR = false;
}
// track mouse click state - make sure it lasts for exactly 1 tick of a loop, because the game is a little overzelaous with reading this input
if (bMouse3PressedDown != bMouse3PressedDownOldState)
{
*(bool*)FEMOUSECURSOR_BUTTON3PRESS_ADDR = bMouse3PressedDown;
*(bool*)FEMOUSECURSOR_BUTTON3PRESS2_ADDR = bMouse3PressedDown;
*(bool*)FEMOUSECURSOR_BUTTON3PRESS3_ADDR = !bMouse3PressedDown;
bMouse3PressedDownOldState = bMouse3PressedDown;
}
else
{
*(bool*)FEMOUSECURSOR_BUTTON3PRESS2_ADDR = false;
*(bool*)FEMOUSECURSOR_BUTTON3PRESS3_ADDR = false;
}
if (MouseWheelValue)
*(int*)FEMOUSEWHEEL_ADDR = MouseWheelValue;
MouseWheelValue = 0;
}
}
bool bIsHudVisible();
#ifdef GAME_MW
#pragma runtime_checks( "", off )
void __stdcall CustomTuningScreen_NotificationMessage_Hook(unsigned int unk1, void* FEObject, unsigned int unk2, unsigned int unk3)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
// force visibility of the following:
// 0x05CDDED4 -- SETTING NAME GROUP
// 0x79354351 -- R1 ARROW
// 0x6B364F8B -- L1 ARROW
FEngSetVisible_Name(*(char**)(thethis + 0x10), 0x05CDDED4);
FEngSetVisible_Name(*(char**)(thethis + 0x10), 0x79354351);
FEngSetVisible_Name(*(char**)(thethis + 0x10), 0x6B364F8B);
return CustomTuningScreen_NotificationMessage((void*)thethis, unk1, FEObject, unk2, unk3);
}
#pragma runtime_checks( "", restore )
#endif
void SetUnbindableButtonTextures()
{
ButtonTexHashes[FE_LANALOG_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_CONFIGDEF);
ButtonTexHashes[FE_LANALOG_UP_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_UP_CONFIGDEF);
ButtonTexHashes[FE_LANALOG_UP_SWEDISH_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_UP_CONFIGDEF);
ButtonTexHashes[FE_LANALOG_UP_FRENCH_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_UP_CONFIGDEF);
ButtonTexHashes[FE_LANALOG_DOWN_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_DOWN_CONFIGDEF);
ButtonTexHashes[FE_LANALOG_DOWN_FRENCH_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_DOWN_CONFIGDEF);
ButtonTexHashes[FE_LANALOG_DOWN_SWEDISH_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_DOWN_CONFIGDEF);
}
void SetBindingButtonTexture(ActionID id, WORD buttonmask)
{
int navtype = 0;
switch (id)
{
case FRONTENDACTION_UP:
navtype = IsBindingNavigation(buttonmask);
switch (navtype)
{
case 1:
ButtonTexHashes[FE_DPAD_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_DPAD_CONFIGDEF);
ButtonTexHashes[FE_DPAD_UPDOWN_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_DPAD_UPDOWN_CONFIGDEF);
break;
case 2:
ButtonTexHashes[FE_DPAD_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_CONFIGDEF);
ButtonTexHashes[FE_DPAD_UPDOWN_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_Y_CONFIGDEF);
break;
case 3:
ButtonTexHashes[FE_DPAD_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_RS_CONFIGDEF);
ButtonTexHashes[FE_DPAD_UPDOWN_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_RS_Y_CONFIGDEF);
break;
default:
ButtonTexHashes[FE_DPAD_TEX] = GetAppropriateButtonTex(buttonmask);
ButtonTexHashes[FE_DPAD_UPDOWN_TEX] = GetAppropriateButtonTex(buttonmask);
break;
}
ButtonTexHashes[FE_DPAD_UP_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_DOWN:
ButtonTexHashes[FE_DPAD_DOWN_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_LEFT:
navtype = IsBindingNavigation(buttonmask);
switch (navtype)
{
case 1:
ButtonTexHashes[FE_DPAD_LEFTRIGHT_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_DPAD_LEFTRIGHT_CONFIGDEF);
break;
case 2:
ButtonTexHashes[FE_DPAD_LEFTRIGHT_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_X_CONFIGDEF);
break;
case 3:
ButtonTexHashes[FE_DPAD_LEFTRIGHT_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_RS_X_CONFIGDEF);
break;
default:
ButtonTexHashes[FE_DPAD_LEFTRIGHT_TEX] = GetAppropriateButtonTex(buttonmask);
break;
}
ButtonTexHashes[FE_DPAD_LEFT_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_RIGHT:
ButtonTexHashes[FE_DPAD_RIGHT_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_RUP:
navtype = IsBindingNavigation(buttonmask);
switch (navtype)
{
case 1:
ButtonTexHashes[FE_RANALOG_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_DPAD_CONFIGDEF);
break;
case 2:
ButtonTexHashes[FE_RANALOG_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_LS_CONFIGDEF);
break;
case 3:
ButtonTexHashes[FE_RANALOG_TEX] = GetAppropriateButtonTex(XINPUT_GAMEPAD_RS_CONFIGDEF);
break;
default:
ButtonTexHashes[FE_RANALOG_TEX] = GetAppropriateButtonTex(buttonmask);
break;
}
break;
case GAMEACTION_SHIFTUP:
ButtonTexHashes[FE_RANALOG_UP_TEX] = GetAppropriateButtonTex(buttonmask);
ButtonTexHashes[FE_RANALOG_UP_SWEDISH_TEX] = GetAppropriateButtonTex(buttonmask);
ButtonTexHashes[FE_RANALOG_UP_FRENCH_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case GAMEACTION_SHIFTDOWN:
ButtonTexHashes[FE_RANALOG_DOWN_TEX] = GetAppropriateButtonTex(buttonmask);
ButtonTexHashes[FE_RANALOG_DOWN_SWEDISH_TEX] = GetAppropriateButtonTex(buttonmask);
ButtonTexHashes[FE_RANALOG_DOWN_FRENCH_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_ACCEPT:
ButtonTexHashes[FE_ACCEPT_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_CANCEL:
ButtonTexHashes[FE_CANCEL_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_BUTTON0:
ButtonTexHashes[FE_SELECT_TEX] = GetAppropriateButtonTex(buttonmask);
#ifdef GAME_PROSTREET
ButtonTexHashes[FE_BUTTON1_TEX] = GetAppropriateButtonTex(buttonmask);
#endif
break;
case FRONTENDACTION_BUTTON1:
#ifndef GAME_PROSTREET
ButtonTexHashes[FE_BUTTON1_TEX] = GetAppropriateButtonTex(buttonmask);
#endif
#ifndef GAME_MW
ButtonTexHashes[FE_BUTTON0_TEX] = GetAppropriateButtonTex(buttonmask);
#endif
break;
case FRONTENDACTION_BUTTON2:
ButtonTexHashes[FE_BUTTON2_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_BUTTON3:
ButtonTexHashes[FE_BUTTON3_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_BUTTON4:
ButtonTexHashes[FE_BUTTON4_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_BUTTON5:
ButtonTexHashes[FE_BUTTON5_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_LTRIGGER:
ButtonTexHashes[FE_LTRIGGER_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_RTRIGGER:
ButtonTexHashes[FE_RTRIGGER_TEX] = GetAppropriateButtonTex(buttonmask);
break;
case FRONTENDACTION_START:
ButtonTexHashes[FE_START_TEX] = GetAppropriateButtonTex(buttonmask);
break;
default:
break;
}
}
void SetControllerFEng(FEObject* inobj)
{
int HideFlags = FE_CONTROL_FLAG_CONSOLE;
int ShowFlags = FE_CONTROL_FLAG_PC;
if (LastControlledDevice == LASTCONTROLLED_CONTROLLER)
{
HideFlags = FE_CONTROL_FLAG_PC;
ShowFlags = FE_CONTROL_FLAG_CONSOLE;
}
if (inobj->Flags & HideFlags)
{
if (inobj->Flags & ~1)
{
inobj->UserParam |= CFE_FLAG_WAS_VISIBLE_ORIGINALLY;
FEngSetInvisible(inobj);
}
}
if ((inobj->Flags & ShowFlags) && bUseDynamicFEngSwitching)
{
if ((inobj->UserParam & CFE_FLAG_WAS_VISIBLE_ORIGINALLY))
{
FEngSetVisible(inobj);
}
}
if (inobj->Type == FE_Image)
{
for (int i = 0; i < FE_TEX_HASH_COUNT; i++)
{
FEngSwapTextureHash(inobj, FE_DefaultButtonTexHashes[i], ButtonTexHashes[i]);
}
}
SetTitleScreenText();
}
#pragma runtime_checks( "", off )
void UpdateControllerFEng(FEObject* inobj)
{
if (!bLoadedConsoleButtonTex)
{
LoadResourceFile(ButtonTexFilename, 0, 0, NULL, 0, 0, 0);
ServiceResourceLoading();
bLoadedConsoleButtonTex = true;
}
if (!bIsHudVisible()) // HUD has no controller elements anyway, so no need to check it...
SetControllerFEng(inobj);
}
bool __stdcall FEObjectCallback_Function(FEObject* inobj)
{
UpdateControllerFEng(inobj);
return true;
}
#ifdef GAME_MW
bool __stdcall MouseStateArrayOffsetUpdater_Callback_Hook(FEObject* inobj)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
UpdateControllerFEng(inobj);
return MouseStateArrayOffsetUpdater((void*)thethis, inobj);
}
#else
struct FEObjectCallbackStruct
{
void* Destructor;
void* Function;
};
void __stdcall cFEng_Service_Hook(int unk1, int unk2)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
FEObjectCallbackStruct callback = { NULL, &FEObjectCallback_Function };
void* cbpointer = &callback;
int FEPackage = *(int*)(thethis + 0xE0);
int NextFEPackage = 0;
if (FEPackage)
{
while (FEPackage != NextFEPackage)
{
FEPackage_ForAllObjects((void*)FEPackage, &cbpointer);
NextFEPackage = *(int*)(FEPackage + 4);
if (NextFEPackage == FEPackage)
break;
NextFEPackage = FEPackage;
}
}
return cFEng_Service((void*)thethis, unk1, unk2);
}
#ifdef GAME_CARBON
// world map fixes for Carbon
void __stdcall FEngine_ProcessPadsForPackage_Hook(void* FEPackage)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
if (cFEng_IsPackageInControl_Fast(WORLDMAPMAIN_FNG_NAMEHASH) || cFEng_IsPackageInControl_Fast(WORLDMAPQUICKLIST_FNG_NAMEHASH) || cFEng_IsPackageInControl_Fast(WORLDMAPWORLDVIEW_FNG_NAMEHASH))
{
FEObjectCallbackStruct callback = { NULL, &FEObjectCallback_Function };
void* cbpointer = &callback;
FEPackage_ForAllObjects(FEPackage, &cbpointer);
}
return FEngine_ProcessPadsForPackage((void*)thethis, FEPackage);
}
void* __stdcall FEPackage_FindObjectByHash_Hide_Hook(unsigned int namehash)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
FEngSetInvisible(FEPackage_FindObjectByHash((void*)thethis, WORLDMAP_BUTTONGROUP_CONSOLE));
return FEPackage_FindObjectByHash((void*)thethis, namehash);
}
void* __stdcall FEPackage_FindObjectByHash_Show_Hook(unsigned int namehash)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
FEngSetVisible(FEPackage_FindObjectByHash((void*)thethis, WORLDMAP_BUTTONGROUP_CONSOLE));
return FEPackage_FindObjectByHash((void*)thethis, namehash);
}
bool bQuickListFocused = false;
void __stdcall FEWorldMapStateManager_HandleScreenTick_Hook()
{
unsigned int thethis = 0;
_asm mov thethis, ecx
if ((*(int*)GAMEFLOWMANAGER_STATUS_ADDR == 3) && *(int*)WORLDMAP_INSTANCE_ADDR)
{
// change text from "Free Roam" to "Back" during FE for the console UI element
FE_String_Printf(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), 0x0EF36117), GetLocalizedString(0x8CD567B8));
FE_String_Printf(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), 0xE2DACDBC), GetLocalizedString(0x8CD567B8));
}
if (bUseDynamicFEngSwitching)
{
if (bQuickListFocused && *(int*)WORLDMAP_INSTANCE_ADDR && cFEng_IsPackageInControl_Fast(WORLDMAPQUICKLIST_FNG_NAMEHASH))
{
FEngSetInvisible(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), WORLDMAP_BUTTONGROUP_CONSOLE));
FEngSetInvisible(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), WORLDMAP_BUTTONGROUP_PC));
}
else if (*(int*)WORLDMAP_INSTANCE_ADDR)
{
if (LastControlledDevice == LASTCONTROLLED_CONTROLLER)
FEngSetVisible(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), WORLDMAP_BUTTONGROUP_CONSOLE));
if (LastControlledDevice == LASTCONTROLLED_KB)
FEngSetVisible(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), WORLDMAP_BUTTONGROUP_PC));
}
}
return FEWorldMapStateManager_HandleScreenTick((void*)thethis);
}
void __stdcall WorldMap_SetQuickListInFocus_Hook()
{
unsigned int thethis = 0;
_asm mov thethis, ecx
bQuickListFocused = true;
return WorldMap_SetQuickListInFocus((void*)thethis);
}
void __stdcall WorldMap_UnfocusQuickList_Hook()
{
unsigned int thethis = 0;
_asm mov thethis, ecx
bQuickListFocused = false;
if (LastControlledDevice == LASTCONTROLLED_CONTROLLER)
FEngSetVisible(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), WORLDMAP_BUTTONGROUP_CONSOLE));
if (LastControlledDevice == LASTCONTROLLED_KB)
FEngSetVisible(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), WORLDMAP_BUTTONGROUP_PC));
return WorldMap_UnfocusQuickList((void*)thethis);
}
void FEPrintf_Hook_WorldMap(char* pkg_name, unsigned int object_hash, char* fmt, char* str)
{
FE_String_Printf(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), 0xCB235910), str);
FE_String_Printf(FEngFindObject(*(char**)(*(int*)WORLDMAP_INSTANCE_ADDR + 0xC), 0x300B8082), str);
}
#endif // GAME_CARBON
#ifdef GAME_PROSTREET
void __stdcall FEngine_ProcessPadsForPackage_Hook(void* FEPackage)
{
unsigned int thethis = 0;
_asm mov thethis, ecx
FEObjectCallbackStruct callback = { NULL, &FEObjectCallback_Function };
void* cbpointer = &callback;
FEPackage_ForAllObjects(FEPackage, &cbpointer);
return FEngine_ProcessPadsForPackage((void*)thethis, FEPackage);
}
void FE_SetLanguageHash_Hook(char* pkg_name, unsigned int obj_hash, unsigned int lang_hash)
{
FE_String_Printf(FEngFindObject(pkg_name, 0xBC928EF5), GetLocalizedString(lang_hash));
FE_String_Printf(FEngFindObject(pkg_name, obj_hash), GetLocalizedString(lang_hash));
}
#endif
#endif // GAME_MW
#pragma runtime_checks( "", restore )