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 (Delay <= 0)
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{
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Utils::Hook::Call<void(int)>(0x60B2D0)(timePassed);
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}
else
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{
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]
call ApplySlowMotion
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add esp, 4h
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popad
retn
}
}
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void SlowMotion::SetSlowMotion()
{
auto duration = 1000;
auto start = Game::Scr_GetFloat(0);
auto 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) * 1000.0f);
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}
auto delay = 0;
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if (start > end)
{
if (duration < 150)
{
delay = duration;
}
else
{
delay = 150;
}
}
duration = duration - delay;
Game::Com_SetSlowMotion(start, end, duration);
Delay = delay;
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// set snapshot num to 1 behind (T6 does this, why shouldn't we?)
for (auto i = 0; i < *Game::svs_clientCount; ++i)
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{
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Game::svs_clients[i].nextSnapshotTime = *Game::svs_time - 1;
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}
}
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SlowMotion::SlowMotion()
{
Delay = 0;
Utils::Hook(0x5F5FF2, SetSlowMotion, HOOK_JUMP).install()->quick();
Utils::Hook(0x60B38A, ApplySlowMotionStub, HOOK_CALL).install()->quick();
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Utils::Hook::Nop(0x4A54ED, 5);
Utils::Hook::Nop(0x4A54FB, 5);
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}
}