2022-02-27 07:53:44 -05:00
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#include <STDInclude.hpp>
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2017-01-19 16:23:59 -05:00
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namespace Components
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{
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int SlowMotion::Delay = 0;
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2021-08-15 20:01:21 -04:00
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void SlowMotion::ApplySlowMotion(int timePassed)
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{
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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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}
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else
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{
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Delay -= timePassed;
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}
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2017-01-19 16:23:59 -05:00
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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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2021-08-19 11:28:22 -04:00
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push [esp + 24h]
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2022-10-09 14:46:53 -04:00
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call ApplySlowMotion
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2021-08-19 05:45:40 -04:00
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add esp, 4h
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2021-08-15 20:01:21 -04:00
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popad
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retn
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}
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}
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2017-01-19 16:23:59 -05:00
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void SlowMotion::SetSlowMotion()
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{
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auto duration = 1000;
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auto start = Game::Scr_GetFloat(0);
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auto end = 1.0f;
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2021-11-13 08:22:06 -05:00
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if (Game::Scr_GetNumParam() >= 2u)
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{
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end = Game::Scr_GetFloat(1);
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}
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2021-11-13 08:22:06 -05:00
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if (Game::Scr_GetNumParam() >= 3u)
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{
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2022-06-04 16:16:55 -04:00
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duration = static_cast<int>(Game::Scr_GetFloat(2) * 1000.0f);
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}
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2022-10-09 14:46:53 -04:00
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auto 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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Delay = delay;
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// set snapshot num to 1 behind (T6 does this, why shouldn't we?)
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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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}
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2017-06-29 17:03:57 -04:00
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SlowMotion::SlowMotion()
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{
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2022-10-09 14:46:53 -04:00
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Delay = 0;
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Utils::Hook(0x5F5FF2, SetSlowMotion, HOOK_JUMP).install()->quick();
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Utils::Hook(0x60B38A, ApplySlowMotionStub, HOOK_CALL).install()->quick();
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2017-06-29 17:03:57 -04:00
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2022-10-09 14:46:53 -04:00
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Utils::Hook::Nop(0x4A54ED, 5);
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Utils::Hook::Nop(0x4A54FB, 5);
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2017-06-29 17:03:57 -04:00
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}
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2022-03-07 17:35:12 -05:00
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}
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