86 lines
1.5 KiB
C++
86 lines
1.5 KiB
C++
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#include "STDInclude.hpp"
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namespace Components
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{
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int SlowMotion::Delay = 0;
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void SlowMotion::ApplySlowMotion(int timePassed)
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{
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if (SlowMotion::Delay <= 0)
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{
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Utils::Hook::Call<void(int)>(0x60B2D0)(timePassed);
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}
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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()
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{
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__asm
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{
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pushad
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push [esp + 20h]
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call SlowMotion::ApplySlowMotion
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pop ecx
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popad
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retn
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}
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}
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void SlowMotion::SetSlowMotion()
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{
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int duration = 1000;
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float start = Game::Scr_GetFloat(0);
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float end = 1.0f;
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if (Game::Scr_GetNumParam() >= 2)
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{
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end = Game::Scr_GetFloat(1);
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}
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if (Game::Scr_GetNumParam() >= 3)
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{
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duration = static_cast<int>(Game::Scr_GetFloat(2) * 1000.0);
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}
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int delay = 0;
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if (start > end)
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{
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if (duration < 150)
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{
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delay = duration;
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}
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else
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{
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delay = 150;
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}
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}
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duration = duration - delay;
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Game::Com_SetSlowMotion(start, end, duration);
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SlowMotion::Delay = delay;
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// 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++)
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{
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Game::svs_clients[i].snapNum = (*reinterpret_cast<DWORD*>(0x31D9384)) - 1;
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}
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}
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SlowMotion::SlowMotion()
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{
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if (!Dedicated::IsEnabled()) return;
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SlowMotion::Delay = 0;
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Utils::Hook(0x5F5FF2, SlowMotion::SetSlowMotion, HOOK_JUMP).Install()->Quick();
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Utils::Hook(0x60B38A, SlowMotion::ApplySlowMotionStub, HOOK_CALL).Install()->Quick();
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}
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}
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