[Slowmotion] Cleanup functions defs (#551)

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Edo 2022-11-04 00:28:44 +00:00 committed by GitHub
parent eddfb895a2
commit 0d22bc482a
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 45 additions and 21 deletions

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@ -4,27 +4,29 @@ namespace Components
{ {
int SlowMotion::Delay = 0; int SlowMotion::Delay = 0;
void SlowMotion::ApplySlowMotion(int timePassed) const Game::dvar_t* SlowMotion::cg_drawDisconnect;
void SlowMotion::Com_UpdateSlowMotion(int msec)
{ {
if (Delay <= 0) if (Delay <= 0)
{ {
Utils::Hook::Call<void(int)>(0x60B2D0)(timePassed); Game::Com_UpdateSlowMotion(msec);
} }
else else
{ {
Delay -= timePassed; Delay -= msec;
} }
} }
__declspec(naked) void SlowMotion::ApplySlowMotionStub() __declspec(naked) void SlowMotion::Com_UpdateSlowMotion_Stub()
{ {
__asm __asm
{ {
pushad pushad
push [esp + 24h] push [esp + 0x20 + 0x4]
call ApplySlowMotion call Com_UpdateSlowMotion
add esp, 4h add esp, 0x4
popad popad
@ -32,18 +34,18 @@ namespace Components
} }
} }
void SlowMotion::SetSlowMotion() void SlowMotion::ScrCmd_SetSlowMotion_Stub()
{ {
auto duration = 1000; auto duration = 1000;
auto start = Game::Scr_GetFloat(0); auto start = Game::Scr_GetFloat(0);
auto end = 1.0f; auto end = 1.0f;
if (Game::Scr_GetNumParam() >= 2u) if (Game::Scr_GetNumParam() >= 2)
{ {
end = Game::Scr_GetFloat(1); end = Game::Scr_GetFloat(1);
} }
if (Game::Scr_GetNumParam() >= 3u) if (Game::Scr_GetNumParam() >= 3)
{ {
duration = static_cast<int>(Game::Scr_GetFloat(2) * 1000.0f); duration = static_cast<int>(Game::Scr_GetFloat(2) * 1000.0f);
} }
@ -67,21 +69,30 @@ namespace Components
Game::Com_SetSlowMotion(start, end, duration); Game::Com_SetSlowMotion(start, end, duration);
Delay = delay; Delay = delay;
// set snapshot num to 1 behind (T6 does this, why shouldn't we?) // Set snapshot num to 1 behind (T6 does this, why shouldn't we?)
for (auto i = 0; i < *Game::svs_clientCount; ++i) for (auto i = 0; i < *Game::svs_clientCount; ++i)
{ {
Game::svs_clients[i].nextSnapshotTime = *Game::svs_time - 1; Game::svs_clients[i].nextSnapshotTime = *Game::svs_time - 1;
} }
} }
void SlowMotion::CG_DrawDisconnect_Stub(const int localClientNum)
{
if (cg_drawDisconnect->current.enabled)
{
Game::CG_DrawDisconnect(localClientNum);
}
}
SlowMotion::SlowMotion() SlowMotion::SlowMotion()
{ {
cg_drawDisconnect = Game::Dvar_RegisterBool("cg_drawDisconnect", false, Game::DVAR_NONE, "Draw connection interrupted");
Delay = 0; Delay = 0;
Utils::Hook(0x5F5FF2, SetSlowMotion, HOOK_JUMP).install()->quick(); Utils::Hook(0x5F5FF2, ScrCmd_SetSlowMotion_Stub, HOOK_JUMP).install()->quick();
Utils::Hook(0x60B38A, ApplySlowMotionStub, HOOK_CALL).install()->quick(); Utils::Hook(0x60B38A, Com_UpdateSlowMotion_Stub, HOOK_CALL).install()->quick();
Utils::Hook(0x4A54ED, CG_DrawDisconnect_Stub, HOOK_CALL).install()->quick();
Utils::Hook::Nop(0x4A54ED, 5); Utils::Hook(0x4A54FB, CG_DrawDisconnect_Stub, HOOK_CALL).install()->quick();
Utils::Hook::Nop(0x4A54FB, 5);
} }
} }

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@ -10,8 +10,13 @@ namespace Components
private: private:
static int Delay; static int Delay;
static void SetSlowMotion(); static const Game::dvar_t* cg_drawDisconnect;
static void ApplySlowMotion(int timePassed);
static void ApplySlowMotionStub(); static void Com_UpdateSlowMotion(int timePassed);
static void Com_UpdateSlowMotion_Stub();
static void ScrCmd_SetSlowMotion_Stub();
static void CG_DrawDisconnect_Stub(int localClientNum);
}; };
} }

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@ -22,6 +22,7 @@ namespace Game
Com_SetSlowMotion_t Com_SetSlowMotion = Com_SetSlowMotion_t(0x446E20); Com_SetSlowMotion_t Com_SetSlowMotion = Com_SetSlowMotion_t(0x446E20);
Com_Quitf_t Com_Quit_f = Com_Quitf_t(0x4D4000); Com_Quitf_t Com_Quit_f = Com_Quitf_t(0x4D4000);
Com_OpenLogFile_t Com_OpenLogFile = Com_OpenLogFile_t(0x60A8D0); Com_OpenLogFile_t Com_OpenLogFile = Com_OpenLogFile_t(0x60A8D0);
Com_UpdateSlowMotion_t Com_UpdateSlowMotion = Com_UpdateSlowMotion_t(0x60B2D0);
int* com_frameTime = reinterpret_cast<int*>(0x1AD8F3C); int* com_frameTime = reinterpret_cast<int*>(0x1AD8F3C);

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@ -59,6 +59,9 @@ namespace Game
typedef void(*Com_OpenLogFile_t)(); typedef void(*Com_OpenLogFile_t)();
extern Com_OpenLogFile_t Com_OpenLogFile; extern Com_OpenLogFile_t Com_OpenLogFile;
typedef void(*Com_UpdateSlowMotion_t)(int msec);
extern Com_UpdateSlowMotion_t Com_UpdateSlowMotion;
extern int* com_frameTime; extern int* com_frameTime;
extern int* com_fixedConsolePosition; extern int* com_fixedConsolePosition;

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@ -9,6 +9,7 @@ namespace Game
Cbuf_AddText_t Cbuf_AddText = Cbuf_AddText_t(0x404B20); Cbuf_AddText_t Cbuf_AddText = Cbuf_AddText_t(0x404B20);
Cbuf_InsertText_t Cbuf_InsertText = Cbuf_InsertText_t(0x4940B0); Cbuf_InsertText_t Cbuf_InsertText = Cbuf_InsertText_t(0x4940B0);
CG_DrawDisconnect_t CG_DrawDisconnect = CG_DrawDisconnect_t(0x454A70);
CG_NextWeapon_f_t CG_NextWeapon_f = CG_NextWeapon_f_t(0x449DE0); CG_NextWeapon_f_t CG_NextWeapon_f = CG_NextWeapon_f_t(0x449DE0);
CG_GetClientNum_t CG_GetClientNum = CG_GetClientNum_t(0x433700); CG_GetClientNum_t CG_GetClientNum = CG_GetClientNum_t(0x433700);
CG_PlayBoltedEffect_t CG_PlayBoltedEffect = CG_PlayBoltedEffect_t(0x430E10); CG_PlayBoltedEffect_t CG_PlayBoltedEffect = CG_PlayBoltedEffect_t(0x430E10);

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@ -15,12 +15,15 @@ namespace Game
typedef void(*Cbuf_InsertText_t)(int localClientNum, const char* text); typedef void(*Cbuf_InsertText_t)(int localClientNum, const char* text);
extern Cbuf_InsertText_t Cbuf_InsertText; extern Cbuf_InsertText_t Cbuf_InsertText;
typedef int(*CG_GetClientNum_t)(); typedef void(*CG_DrawDisconnect_t)(int localClientNum);
extern CG_GetClientNum_t CG_GetClientNum; extern CG_DrawDisconnect_t CG_DrawDisconnect;
typedef void(*CG_NextWeapon_f_t)(); typedef void(*CG_NextWeapon_f_t)();
extern CG_NextWeapon_f_t CG_NextWeapon_f; extern CG_NextWeapon_f_t CG_NextWeapon_f;
typedef int(*CG_GetClientNum_t)();
extern CG_GetClientNum_t CG_GetClientNum;
typedef void(*CG_PlayBoltedEffect_t)(int localClientNum, FxEffectDef* fxDef, int dobjHandle, unsigned int boneName); typedef void(*CG_PlayBoltedEffect_t)(int localClientNum, FxEffectDef* fxDef, int dobjHandle, unsigned int boneName);
extern CG_PlayBoltedEffect_t CG_PlayBoltedEffect; extern CG_PlayBoltedEffect_t CG_PlayBoltedEffect;