Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Allow player to pick up Super Health and Super Armor powerups in single player #322

Open
wants to merge 2 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions docs/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,7 @@ Version 1.9.0 (not released yet)
- Add mod name to main menu
- Make value of `spectate_mode_minimal_ui` persist between game launches
- Add `version` command
- Allow player to pick up Super Health and Super Armor powerups in single player

[@is-this-c](https://github.com/is-this-c)
- Support `©` in TrueType fonts
Expand Down
5 changes: 5 additions & 0 deletions game_patch/object/item.cpp
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
#include <patch_common/AsmWriter.h>
#include <patch_common/FunHook.h>
#include <patch_common/CodeInjection.h>
#include "../rf/item.h"
Expand Down Expand Up @@ -62,6 +63,10 @@ CodeInjection item_create_sort_injection{

void item_do_patch()
{
// Allow player to pick up super health and super armor in single player
AsmWriter{0x0048012B}.jmp(0x00480135);
AsmWriter{0x0045AAFD}.jmp(0x0045AB11);
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

IIRC it will cause change in multi-player as well because now it will update health/armor client side when handling item_apply packet (previously it checked if this is server-side). Normally health/armor is only synchronized in obj_update packet. Other items like "medical kit" and "armor suit" have condition !net_game || local_net_game which makes sure they are not applied client-side.
I'm not sure what the implications may be.
It is possible that after changing the health/armor client will receive obj_update packet with old values that was sent right before item was applied server-side (note that UDP does not guarantee packet ordering). In this case client may show red overlay, because it will see a drop in health/armor. It will also play invulnerability pickup sound twice (because it will add the powerup, then remove it, then add it back).
Safer approach would be to change net_game && local_net_game condition in item_touch_multi_amp to !net_game || local_net_game like in medical kit.
If updating health/armor client side is also something you want to change it should probably be changed for other pickups too and tested carefully. But I'm not sure it can be done reliably without depending on packets order.


// Allow overriding weapon items count value
item_touch_weapon_hook.install();

Expand Down