#include #include "server/Client.hpp" #include "al/LiveActor/LiveActor.h" #include "al/actor/ActorInitInfo.h" #include "al/actor/Placement.h" #include "al/byaml/ByamlIter.h" #include "al/nerve/Nerve.h" #include "al/nerve/NerveExecutor.h" #include "al/nerve/NerveKeeper.h" #include "al/util.hpp" #include "al/util/ControllerUtil.h" #include "al/util/LiveActorUtil.h" #include "al/util/NerveUtil.h" #include "game/Actors/WorldEndBorderKeeper.h" #include "game/Layouts/CoinCounter.h" #include "game/Player/Actions/PlayerActionGroundMoveControl.h" #include "game/Player/PlayerActorHakoniwa.h" #include "game/Player/PlayerConst.h" #include "game/Player/States/PlayerStateRunHakoniwa.h" #include "game/StageScene/StageSceneStateOption.h" #include "game/StageScene/StageSceneStatePauseMenu.h" #include "game/StageScene/StageSceneStateServerConfig.hpp" #include "logger.hpp" #include "main.hpp" #include "al/byaml/writer/ByamlWriter.h" #include "math/seadVector.h" #include "rs/util/InputUtil.h" #include "sead/prim/seadSafeString.h" #include "server/HideAndSeekMode.hpp" bool comboBtnHook(int port) { if (Client::isModeActive()) { // only switch to combo if any gamemode is active return !al::isPadHoldL(port) && al::isPadTriggerDown(port); } else { return al::isPadTriggerDown(port); } } void saveWriteHook(al::ByamlWriter* saveByml) { const char *serverIP = Client::getCurrentIP(); if (serverIP) { saveByml->addString("ServerIP", serverIP); } else { saveByml->addString("ServerIP", "0.0.0.0"); } saveByml->pop(); } bool saveReadHook(int* padRumbleInt, al::ByamlIter const& saveByml, char const* padRumbleKey) { const char *serverIP = ""; if (al::tryGetByamlString(&serverIP, saveByml, "ServerIP")) { Client::setLastUsedIP(serverIP); } return al::tryGetByamlS32(padRumbleInt, saveByml, padRumbleKey); } bool registerShineToList(Shine* shineActor) { if (shineActor->shineId >= 0) { Client::tryRegisterShine(shineActor); } return al::isAlive(shineActor); } void overrideNerveHook(StageSceneStatePauseMenu* thisPtr, al::Nerve* nrvSet) { if (al::isPadHoldZL(-1)) { al::setNerve(thisPtr, &nrvStageSceneStatePauseMenuServerConfig); } else { al::setNerve(thisPtr, nrvSet); } } StageSceneStateServerConfig *sceneStateServerConfig = nullptr; void initStateHook(StageSceneStatePauseMenu *thisPtr, char const *stateName, al::Scene *host, al::LayoutInitInfo const &initInfo, FooterParts *footer, GameDataHolder *data, bool unkBool) { thisPtr->mStateOption = new StageSceneStateOption(stateName, host, initInfo, footer, data, unkBool); sceneStateServerConfig = new StageSceneStateServerConfig("ServerConfig", host, initInfo, footer, data, unkBool); } void initNerveStateHook(StageSceneStatePauseMenu* stateParent, StageSceneStateOption* stateOption, al::Nerve const* executingNerve, char const* stateName) { al::initNerveState(stateParent, stateOption, executingNerve, stateName); al::initNerveState(stateParent, sceneStateServerConfig, &nrvStageSceneStatePauseMenuServerConfig, "CustomNerveOverride"); } // skips starting both coin counters void startCounterHook(CoinCounter* thisPtr) { if (!Client::isModeActive()) { thisPtr->tryStart(); } } // Simple hook that can be used to override isModeE3 checks to enable/disable certain behaviors bool modeE3Hook() { return Client::isModeActive(); } // Skips ending the play guide layout if a mode is active, since the mode would have already ended it void playGuideEndHook(al::SimpleLayoutAppearWaitEnd* thisPtr) { if (!Client::isModeActive()) { thisPtr->end(); } } // Gravity Hooks void initHackCapHook(al::LiveActor *cappy) { al::initActorPoseTQGSV(cappy); } al::PlayerHolder* createTicketHook(StageScene* curScene) { // only creates custom gravity camera ticket if hide and seek mode is active if (Client::isSelectedMode(GameMode::HIDEANDSEEK)) { al::CameraDirector* director = curScene->getCameraDirector(); if (director) { if (director->mFactory) { al::CameraTicket* gravityCamera = director->createCameraFromFactory( "CameraPoserCustom", nullptr, 0, 5, sead::Matrix34f::ident); HideAndSeekMode* mode = Client::getMode(); mode->setCameraTicket(gravityCamera); } } } return al::getScenePlayerHolder(curScene); } bool borderPullBackHook(WorldEndBorderKeeper* thisPtr) { bool isFirstStep = al::isFirstStep(thisPtr); if (isFirstStep) { if (Client::isSelectedMode(GameMode::HIDEANDSEEK) && Client::isModeActive()) { HideAndSeekMode* mode = Client::getMode(); if (mode->isUseGravity()) { killMainPlayer(thisPtr->mActor); } } } return isFirstStep; }