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

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#include <STDInclude.hpp>
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namespace Components
{
int SlowMotion::Delay = 0;
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void SlowMotion::ApplySlowMotion(int timePassed)
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{
if (SlowMotion::Delay <= 0)
{
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Utils::Hook::Call<void(int)>(0x60B2D0)(timePassed);
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}
else
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{
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SlowMotion::Delay -= timePassed;
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}
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}
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__declspec(naked) void SlowMotion::ApplySlowMotionStub()
{
__asm
{
pushad
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push [esp + 24h]
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call SlowMotion::ApplySlowMotion
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add esp, 4h
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popad
retn
}
}
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void SlowMotion::SetSlowMotion()
{
int duration = 1000;
float start = Game::Scr_GetFloat(0);
float end = 1.0f;
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if (Game::Scr_GetNumParam() >= 2u)
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{
end = Game::Scr_GetFloat(1);
}
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if (Game::Scr_GetNumParam() >= 3u)
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{
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_clientCount; ++i)
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{
Game::svs_clients[i].snapNum = *reinterpret_cast<DWORD*>(0x31D9384) - 1;
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}
}
void SlowMotion::DrawConnectionInterruptedStub(int /*a1*/)
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{
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// if (!*reinterpret_cast<bool*>(0x1AD8ED0) && !*reinterpret_cast<bool*>(0x1AD8EEC) && !*reinterpret_cast<int*>(0x1AD78F8))
// {
// Utils::Hook::Call<void(int)>(0x454A70)(a1);
// }
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}
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SlowMotion::SlowMotion()
{
SlowMotion::Delay = 0;
Utils::Hook(0x5F5FF2, SlowMotion::SetSlowMotion, HOOK_JUMP).install()->quick();
Utils::Hook(0x60B38A, SlowMotion::ApplySlowMotionStub, HOOK_CALL).install()->quick();
Utils::Hook(0x4A54ED, SlowMotion::DrawConnectionInterruptedStub, HOOK_CALL).install()->quick();
Utils::Hook(0x4A54FB, SlowMotion::DrawConnectionInterruptedStub, HOOK_CALL).install()->quick();
}
}