iw4x-client/src/Components/Modules/Slowmotion.cpp

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#include "STDInclude.hpp"
namespace Components
{
int SlowMotion::Delay = 0;
void SlowMotion::ApplySlowMotion(int timePassed)
{
if (SlowMotion::Delay <= 0)
{
Utils::Hook::Call<void(int)>(0x60B2D0)(timePassed);
}
else
{
SlowMotion::Delay -= timePassed;
}
}
__declspec(naked) void SlowMotion::ApplySlowMotionStub()
{
__asm
{
pushad
push [esp + 20h]
call SlowMotion::ApplySlowMotion
pop ecx
popad
retn
}
}
void SlowMotion::SetSlowMotion()
{
int duration = 1000;
float start = Game::Scr_GetFloat(0);
float end = 1.0f;
if (Game::Scr_GetNumParam() >= 2)
{
end = Game::Scr_GetFloat(1);
}
if (Game::Scr_GetNumParam() >= 3)
{
duration = static_cast<int>(Game::Scr_GetFloat(2) * 1000.0);
}
int delay = 0;
if (start > end)
{
if (duration < 150)
{
delay = duration;
}
else
{
delay = 150;
}
}
duration = duration - delay;
Game::Com_SetSlowMotion(start, end, duration);
SlowMotion::Delay = delay;
// set snapshot num to 1 behind (T6 does this, why shouldn't we?)
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for (int i = 0; i < *Game::svs_numclients; ++i)
{
Game::svs_clients[i].snapNum = (*reinterpret_cast<DWORD*>(0x31D9384)) - 1;
}
}
SlowMotion::SlowMotion()
{
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if (Dedicated::IsEnabled())
{
SlowMotion::Delay = 0;
Utils::Hook(0x5F5FF2, SlowMotion::SetSlowMotion, HOOK_JUMP).install()->quick();
Utils::Hook(0x60B38A, SlowMotion::ApplySlowMotionStub, HOOK_CALL).install()->quick();
}
}
}