fix timescale dvar
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3f4f47582c
commit
f70bfd49c4
@ -248,24 +248,23 @@ namespace gameplay
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utils::hook::jump(0x3FF812_b, client_end_frame_stub(), true);
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utils::hook::nop(0x3FF808_b, 1);
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/*
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// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
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/*// Influence PM_JitterPoint code flow so the trace->startsolid checks are 'ignored'
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pm_player_trace_hook.create(0x2D14C0_b, &pm_player_trace_stub);
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// If g_enableElevators is 1 the 'ducked' flag will always be removed from the player state
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utils::hook::jump(0x2C9F90_b, utils::hook::assemble(pm_trace_stub), true);
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dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DvarFlags::DVAR_FLAG_NONE, "Enables Elevators");
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dvars::g_enableElevators = dvars::register_bool("g_enableElevators", false, game::DvarFlags::DVAR_FLAG_NONE, "Enables Elevators");*/
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auto* timescale = dvars::register_float("timescale", 1.0f, 0.1f, 50.0f, game::DVAR_FLAG_REPLICATED, "Changes Timescale of the game");
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utils::hook::inject(0x15B204_b, ×cale->current.value); // Com_GetTimeScale
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utils::hook::inject(0x17D241_b, ×cale->current.value); // Com_Restart
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utils::hook::inject(0x17D243_b, ×cale->current.value); // Com_Restart
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utils::hook::inject(0x17E609_b, ×cale->current.value); // Com_SetSlowMotion
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utils::hook::inject(0x17E626_b, ×cale->current.value); // Com_SetSlowMotion
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utils::hook::inject(0x17E69C_b, ×cale->current.value); // Com_SetSlowMotion
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// utils::hook::inject(0x1400DB9CC, ×cale->current.value); // Com_ErrorCleanup_Shutdown (Inlined)
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utils::hook::inject(0x17EAD0_b, ×cale->current.value); // Com_TimeScaleMsec (Crash)
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utils::hook::inject(0x17E69C_b, ×cale->current.value);// Com_SetSlowMotion
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//utils::hook::inject(0x17EAAB_b, ×cale->current.value); // Com_ErrorCleanup_Shutdown
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utils::hook::inject(0x17EAD0_b, ×cale->current.value); // Com_TimeScaleMsec
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utils::hook::inject(0x17EFE2_b, ×cale->current.value); // Com_UpdateSlowMotion
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utils::hook::inject(0x17F00C_b, ×cale->current.value); // Com_UpdateSlowMotion
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*/
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utils::hook::inject(0x17F00C_b, ×cale->current.value); //Com_UpdateSlowMotion
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jump_apply_slowdown_hook.create(0x2BD0B0_b, jump_apply_slowdown_stub);
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jump_slowDownEnable = dvars::register_bool("jump_slowDownEnable", true, game::DVAR_FLAG_REPLICATED, "Slow player movement after jumping");
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