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MCCCursedHaloCE.cs
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//ccpragma { "include" : [ "Effects/ContinuousEffect.cs","Effects/OneShotEffect.cs","Effects/Implementations/ComplexEffects.cs","Effects/Implementations/Ammo.cs", "Effects/Implementations/MouseOverride.cs", "Effects/Implementations/KeyOverride.cs", "Effects/Implementations/ReceivedDamage.cs", "Effects/Implementations/H1ScriptEffects.cs", "Effects/Implementations/ApplyForces.cs", "Effects/Implementations/MovementSpeed.cs", "Effects/Implementations/UnstableAirtime.cs", "Effects/Implementations/PlayerPointerBased.cs", "Effects/EffectMutex.cs", "Effects/CursedHaloEffectList.cs", "DllImports.cs", "Utilities/IndirectPointers.cs", "Utilities/InjectionManagement.cs", "LifeCycle/BaseHaloAddressResult.cs", "LifeCycle/IntegrityControl.cs", "Utilities/Debug.cs", "Utilities/ByteArrayBuilding/ByteArrayExtensions.cs", "Utilities/ByteArrayBuilding/InstructionManipulation.cs", "Utilities/InputEmulation/KeyManager.cs", "Utilities/InputEmulation/KeybindData.cs","Utilities/InputEmulation/GameAction.cs", "Utilities/InputEmulation/User32Imports/InputStructs.cs", "Utilities/InputEmulation/User32Imports/MouseEventFlags.cs","Injections/Player.cs", "Injections/DamageModifier.cs", "Injections/ScriptHooks.cs", "Injections/MovementSpeed.cs", "Injections/UnstableAirtime.cs", "Injections/GameplayPolling.cs", "Injections/LevelSkipper.cs", "Injections/Weapon.cs"] }
#define DEVELOPMENT
using ConnectorLib;
using ConnectorLib.Inject.AddressChaining;
using ConnectorLib.Inject.VersionProfiles;
using CrowdControl.Common;
using CrowdControl.Games.Packs.MCCCursedHaloCE.Effects;
using CrowdControl.Games.Packs.MCCCursedHaloCE.Utilities.InputEmulation;
using System;
using System.Collections.Generic;
using CcLog = CrowdControl.Common.Log;
using ConnectorType = CrowdControl.Common.ConnectorType;
namespace CrowdControl.Games.Packs.MCCCursedHaloCE
{
public partial class MCCCursedHaloCE : InjectEffectPack
{
private const string ProcessName = "MCC-Win64-Shipping";
// Makes the game take focus.
private void BringGameToForeground()
{
_ = SetForegroundWindow(mccProcess.MainWindowHandle);
}
public override Game Game { get; } = new("MCC Halo Combat Evolved (Cursed Halo mod)", "MCCCursedHaloCE", "PC", ConnectorType.PCConnector);
private KeyManager keyManager;
public override EffectList Effects => CursedHaloEffectList.Effects;
public MCCCursedHaloCE(UserRecord player, Func<CrowdControlBlock, bool> responseHandler, Action<object> statusUpdateHandler)
: base(player, responseHandler, statusUpdateHandler)
{
VersionProfiles = new List<VersionProfile>
{
new(ProcessName, InitGame, DeinitGame, null, ConnectorLib.Inject.Payload.DirectX.Direct3DVersion.Direct3D9 ),
};
instance = this;
keyManager = new KeyManager();
}
private void InitGame()
{
CcLog.Message("INIT");
this.keyManager.connector = Connector;
var hidConnector = new HIDConnector();
hidConnector.Connect(3, TimeSpan.FromSeconds(5));
this.keyManager.hidConnector = hidConnector;
InitIntegrityControl();
InitializeOneShotEffectQueueing();
}
private void DeinitGame()
{
CcLog.Message("DEINIT");
AbortAllInjection(true);
}
/// <summary>
/// Checks if the game is in a state where effects should be applied.
/// </summary>
/// <param name="request"></param>
/// <returns>True if the game is not paused or in a menu, and the base injected pointers are properly set. </returns>
/// <remarks>
/// Sometimes, the effect pack seems to be stuck on thinking the game is paused. For this, we track how many times IsReady has failed, and how long has it been since the last ready check.
/// When IsReady fails, we increase the counter. If it succeeds, we reset it.
/// When we reach a max level of failures in a row, and more than the max time has elapsed since the last successful IsInGameplayCheck, we start ignoring any pause detection.
/// When the periodic IsInGameplayCheck succeeds, we update the date of the last successful IsInGameplayCheck and stop ignoring pause detection if we were.
/// </remarks>
protected override bool IsReady(EffectRequest request)
{
bool isReady = IsInGameplayAndPointersAreOk(request);
if (isReady)
{
ContiguousIsReadyFailures = 0;
}
else
{
ContiguousIsReadyFailures += 1;
}
if (ContiguousIsReadyFailures > MaxRetryFailures || (DateTime.Now - lastSuccessfulIsInGameplayCheck) > maxTimeInQueue)
{
ContiguousIsReadyFailures = 0;
TryRepairEternalPause();
}
return isReady;
}
private bool IsInGameplayAndPointersAreOk(EffectRequest request)
{
if (!IsInGameplay())
{
CcLog.Message("Not in gameplay");
return false;
}
var code = FinalCode(request).Split('_');
if (code[0] == "continuouseffect" && !VerifyIndirectPointerIsReady(scriptVarTimedEffectsPointerPointer_ch))
{
CcLog.Message("No timed script pointer found");
}
if (code[0] == "oneshotscripteffect" && !VerifyIndirectPointerIsReady(scriptVarInstantEffectsPointerPointer_ch))
{
CcLog.Message("No one-shot script pointer found");
return false;
}
if (!VerifyIndirectPointerIsReady(basePlayerPointer_ch))
{
CcLog.Message("No player pointer found");
return false;
}
return IsProcessReady;
}
// Return true if the pointer points to a non-null, non-zero value.
private bool VerifyIndirectPointerIsReady(AddressChain pointer)
{
return pointer != null
&& pointer.TryGetLong(out long value)
&& value != 0;
}
// Called when a request dooes not have the expected data.
private void HandleInvalidRequest(EffectRequest request)
{
CcLog.Message($"Invalid request: {FinalCode(request)}");
}
// Returns true if the game is not closed, on a menu, or paused. Returns true on cutscenes.
private bool IsInGameplay()
{
if (IgnoreIsInGameplayPolling)
{
CcLog.Message("Ingoring is-in-gameplay check.");
return true;
}
if (keyManager.InForcedPause)
{
CcLog.Message("Actually in gameplay, it is a forced pause.");
return true;
}
return currentlyInGameplay;
}
protected override void StartEffect(EffectRequest request)
{
CcLog.Message("StartEffect started");
CcLog.Message(FinalCode(request));
var code = FinalCode(request).Split('_');
switch (code[0])
{
case "thunderstorm":
{
TryEffect(request, () => IsReady(request),
() =>
{
Thunderstorm((int)request.Duration.TotalMilliseconds, 10 * 33, 90 * 33, 5 * 33, 90 * 33);
return true;
},
true, null);
break;
}
case "paranoia":
{
TryEffect(request, () => IsReady(request),
() =>
{
Paranoia((int)request.Duration.TotalMilliseconds, 300);
return true;
},
true, null);
break;
}
case "takeammo":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
float ammoAmount = code[1] switch
{
"half" => 0.5f,
"all" => 1f,
"duplicate" => -1f
};
TryEffect(request, () => IsReady(request),
() =>
{
TakeAwayAmmoFromCurrentWeapon(ammoAmount);
return true;
},
true, EffectMutex.Ammo);
break;
}
case "fullauto":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "limitedammo": FullAuto(request, false); return;
case "unlimitedammo": FullAuto(request, true); return;
}
break;
}
case "shield":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "plus1":
AddShield(request, 1, "boosted"); break;
case "minus1":
AddShield(request, -1, "weakened"); break;
case "break":
SetShield(request, 0); break;
default:
HandleInvalidRequest(request); return;
}
break;
}
case "shieldRegen":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "no":
SetShieldRegen(request, ShieldRegenEffectType.No); break;
case "instant":
SetShieldRegen(request, ShieldRegenEffectType.Instant); break;
default:
HandleInvalidRequest(request); return;
}
break;
}
case "health":
{
switch (code[1])
{
case "1": SetHealth(request, 1, "healed you."); break;
case "min": SetHealth(request, 0.01f, "left you on your last legs."); break;
case "gain1peg": SetRelativeHealth(request, 1f / 8f, "healed you a little bit."); break;
case "lose1peg": SetRelativeHealth(request, -1f / 8f, "poked you."); break;
default: HandleInvalidRequest(request); return;
}
break;
}
case "criticalhealth": OneHealthAndADream(request); break;
case "healthRegen":
{
GiveHealthRegen(request, 0.2f, 1000); break;
}
case "slowpoison": GiveHealthRegen(request, -0.1f, 1000); break;
case "grenades":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "give": GiveGrenades(request, 6, false, "gave you"); break;
case "take": GiveGrenades(request, -6, false, "took away"); break;
default: HandleInvalidRequest(request); return;
}
break;
}
case "playerspeed":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "brisk": SetPlayerMovementSpeed(request, 1.4f, "\"put some spring in your step.\""); break;
case "ludicrous": SetPlayerMovementSpeed(request, 6f, "made you ludicrously fast."); break;
case "slow": SetPlayerMovementSpeed(request, -0.5f, "is grabbing your feet and you feel slow."); break;
case "reversed": SetPlayerMovementSpeed(request, -2f, "made your legs very confused."); break;
case "anchored": SetPlayerMovementSpeed(request, -1f, "anchored you in place."); break;
}
break;
}
case "enemyspeed":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "ludicrous": SetNPCMovementSpeed(request, 6f, "made your enemies olympic sprinters."); break;
case "reversed": SetNPCMovementSpeed(request, -2f, "made your enemies moonwalk."); break;
case "anchored": SetNPCMovementSpeed(request, -1f, "anchored your enemies."); break;
}
break;
}
case "unstableairtime": ActivateUnstableAirtime(request); break;
case "enemyreceiveddamage":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "quad": SetDamageFactors(request, null, 4, null, "granted you QUAD DAMAGE. RIP AND TEAR.", OneShotEffect.QuadDamage); break;
case "ludicrous": SetDamageFactors(request, null, 99999f, true, "granted you the might to crush your enemies in one blow."); break;
case "half": SetDamageFactors(request, null, 0.5f, null, "gave your enemies twice the health and shields. The rascal!"); break;
case "reversed": SetDamageFactors(request, null, -1f, null, "made all NPC get healed from any damage.", OneShotEffect.HealingBullets); break;
case "immortal": SetDamageFactors(request, null, 0, false, "made all NPCs immortal.", OneShotEffect.EnemyGodModeS); break;
}
break;
}
case "playerreceiveddamage":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "tenth": SetDamageFactors(request, 0.1f, null, null, "made you almost bullet proof."); break;
case "instadeath": SetDamageFactors(request, 9999f, null, null, "made your enemies be able to blow you or your shields up in one hit. Good luck."); break;
case "invulnerable": SetDamageFactors(request, 0f, null, null, "made you IMMORTAL.", OneShotEffect.GodModeS); break;
}
break;
}
case "allreceiveddamage":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "instadeath": SetDamageFactors(request, 99999f, 99999f, true, "made everyone fragile as glass. One hit kills anyone, including you. Keep your shields up!", OneShotEffect.HeavenOrHell); break;
case "invulnerable": SetDamageFactors(request, 0, 0, null, "made everyone immortal. This is awkward.", OneShotEffect.NerWarS); break;
case "glass": SetDamageFactors(request, 3f, 3f, null, "made you do triple damage, but also take it.", OneShotEffect.GlassCannonS); break;
}
break;
}
case "addspeed":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "shove1":
{
TryEffect(request, () => IsReady(request),
() =>
{
ApplyRandomForce(0.5f, 0.5f, 0.15f);
return true;
},
true, null);
break;
}
case "shake": ShakePlayer(request, 0.4f, 35, "is shaking you.", "The shakes are over"); break;
case "drunk": ShakePlayer(request, 0.15f, 800, "gave you one too many drinks.", "Drunkness over, enjoy the hangover."); break;
}
break;
}
case "oneshotscripteffect":
{
if (code.Length < 2 || !int.TryParse(code[1], out int slot))
{
HandleInvalidRequest(request); return;
}
QueueOneShotEffect(request, (OneShotEffect)slot);
break;
}
case "continuouseffect":
{
if (code.Length < 2 || !int.TryParse(code[1], out int slot) || slot < 0 || slot > 31)
{
HandleInvalidRequest(request); return;
}
ApplyContinuousEffect(request, slot);
break;
}
case "crabrave": CrabRave(request); break;
case "moonwalk": Moonwalk(request); break;
case "forcerepeatedjump": BunnyHop(request); break;
case "flappyspartan": FlappySpartan(request); break;
case "forcefire": CeaselessDischarge(request); break;
case "forcegrenades": ForceGrenades(request); break;
case "preventattacking": Pacifist(request); break;
case "reversemovement": ReverseMovementKeys(request); break;
case "randomizecontrols": RandomizeControls(request); break;
case "turretmode": TurretMode(request); break;
case "forcecrouch": ForceCrouch(request); break;
case "berserker": Berserker(request); break;
case "forcemouse":
{
if (code.Length < 2) { HandleInvalidRequest(request); return; }
switch (code[1])
{
case "down": ApplyMovementEveryFrame(request, 0, 130, "made your feet quite interesting.", "Foot fetish erradicated."); break;
case "up": ApplyMovementEveryFrame(request, 0, -130, "put your hands up to the sky.", "Your arms are too tired for this."); break;
case "spin": ApplyMovementEveryFrame(request, 130, 0, "started the S.P.E.E.N. protocol.", "S.P.E.E.N. protocol completed"); break;
case "drift":
Random rng = new Random();
int dx = rng.Next(-15, 15);
int dy = rng.Next(-15, 15);
ApplyMovementEveryFrame(request, dx, dy, "made your joycon drift. Yes, on keyboard and mouse.", "fixed your joycon.");
break;
}
break;
}
case "forcemouseshake": ForceMouseShake(request, 120, 0.8f, 3); break;
case "movetohalo":
{
TryEffect(request, () => IsReady(request),
() =>
{
Connector.SendMessage($"{request.DisplayViewer} sent you to Halo.");
SetNextMap(2);
QueueOneShotEffect((short)OneShotEffect.SkipLevel, 0); // Slipspace jump.
return true;
},
true,
EffectMutex.LevelChangeOrRestart);
break;
}
//#if DEVELOPMENT
// case "testdurationparam":
// {
// TryEffect(request, () => IsReady(request),
// () =>
// {
// QueueOneShotEffect(2, (int)request.Duration.TotalMilliseconds);
// return true;
// },
// false,
// null);
// break;
// }
// case "testmultieffect":
// {
// QueueOneShotEffect(10, 0);
// QueueOneShotEffect(11, 0);
// QueueOneShotEffect(12, 0);
// QueueOneShotEffect(13, 0);
// //QueueOneShotEffect(5);
// QueueOneShotEffect(6, 0);
// QueueOneShotEffect(7, 0);
// break;
// }
// case "abortallinjection":
// {
// AbortAllInjection(true);
// break;
// }
//#endif
default:
HandleInvalidRequest(request);
CcLog.Message("Triggered nothing");
break;
}
}
}
}