[Slowmotion] Cleanup functions defs (#551)
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@ -4,27 +4,29 @@ 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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const Game::dvar_t* SlowMotion::cg_drawDisconnect;
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void SlowMotion::Com_UpdateSlowMotion(int msec)
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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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Game::Com_UpdateSlowMotion(msec);
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}
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else
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{
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Delay -= timePassed;
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Delay -= msec;
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}
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}
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__declspec(naked) void SlowMotion::ApplySlowMotionStub()
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__declspec(naked) void SlowMotion::Com_UpdateSlowMotion_Stub()
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{
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__asm
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{
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pushad
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push [esp + 24h]
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call ApplySlowMotion
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add esp, 4h
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push [esp + 0x20 + 0x4]
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call Com_UpdateSlowMotion
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add esp, 0x4
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popad
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@ -32,18 +34,18 @@ namespace Components
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}
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}
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void SlowMotion::SetSlowMotion()
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void SlowMotion::ScrCmd_SetSlowMotion_Stub()
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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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if (Game::Scr_GetNumParam() >= 2u)
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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() >= 3u)
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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) * 1000.0f);
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}
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@ -67,21 +69,30 @@ namespace Components
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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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// 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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void SlowMotion::CG_DrawDisconnect_Stub(const int localClientNum)
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{
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if (cg_drawDisconnect->current.enabled)
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{
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Game::CG_DrawDisconnect(localClientNum);
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}
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}
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SlowMotion::SlowMotion()
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{
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cg_drawDisconnect = Game::Dvar_RegisterBool("cg_drawDisconnect", false, Game::DVAR_NONE, "Draw connection interrupted");
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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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Utils::Hook(0x5F5FF2, ScrCmd_SetSlowMotion_Stub, HOOK_JUMP).install()->quick();
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Utils::Hook(0x60B38A, Com_UpdateSlowMotion_Stub, HOOK_CALL).install()->quick();
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Utils::Hook::Nop(0x4A54ED, 5);
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Utils::Hook::Nop(0x4A54FB, 5);
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Utils::Hook(0x4A54ED, CG_DrawDisconnect_Stub, HOOK_CALL).install()->quick();
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Utils::Hook(0x4A54FB, CG_DrawDisconnect_Stub, HOOK_CALL).install()->quick();
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}
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}
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@ -10,8 +10,13 @@ namespace Components
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private:
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static int Delay;
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static void SetSlowMotion();
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static void ApplySlowMotion(int timePassed);
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static void ApplySlowMotionStub();
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static const Game::dvar_t* cg_drawDisconnect;
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static void Com_UpdateSlowMotion(int timePassed);
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static void Com_UpdateSlowMotion_Stub();
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static void ScrCmd_SetSlowMotion_Stub();
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static void CG_DrawDisconnect_Stub(int localClientNum);
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};
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}
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@ -22,6 +22,7 @@ namespace Game
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Com_SetSlowMotion_t Com_SetSlowMotion = Com_SetSlowMotion_t(0x446E20);
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Com_Quitf_t Com_Quit_f = Com_Quitf_t(0x4D4000);
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Com_OpenLogFile_t Com_OpenLogFile = Com_OpenLogFile_t(0x60A8D0);
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Com_UpdateSlowMotion_t Com_UpdateSlowMotion = Com_UpdateSlowMotion_t(0x60B2D0);
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int* com_frameTime = reinterpret_cast<int*>(0x1AD8F3C);
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@ -59,6 +59,9 @@ namespace Game
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typedef void(*Com_OpenLogFile_t)();
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extern Com_OpenLogFile_t Com_OpenLogFile;
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typedef void(*Com_UpdateSlowMotion_t)(int msec);
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extern Com_UpdateSlowMotion_t Com_UpdateSlowMotion;
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extern int* com_frameTime;
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extern int* com_fixedConsolePosition;
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@ -9,6 +9,7 @@ namespace Game
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Cbuf_AddText_t Cbuf_AddText = Cbuf_AddText_t(0x404B20);
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Cbuf_InsertText_t Cbuf_InsertText = Cbuf_InsertText_t(0x4940B0);
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CG_DrawDisconnect_t CG_DrawDisconnect = CG_DrawDisconnect_t(0x454A70);
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CG_NextWeapon_f_t CG_NextWeapon_f = CG_NextWeapon_f_t(0x449DE0);
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CG_GetClientNum_t CG_GetClientNum = CG_GetClientNum_t(0x433700);
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CG_PlayBoltedEffect_t CG_PlayBoltedEffect = CG_PlayBoltedEffect_t(0x430E10);
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@ -15,12 +15,15 @@ namespace Game
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typedef void(*Cbuf_InsertText_t)(int localClientNum, const char* text);
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extern Cbuf_InsertText_t Cbuf_InsertText;
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typedef int(*CG_GetClientNum_t)();
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extern CG_GetClientNum_t CG_GetClientNum;
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typedef void(*CG_DrawDisconnect_t)(int localClientNum);
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extern CG_DrawDisconnect_t CG_DrawDisconnect;
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typedef void(*CG_NextWeapon_f_t)();
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extern CG_NextWeapon_f_t CG_NextWeapon_f;
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typedef int(*CG_GetClientNum_t)();
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extern CG_GetClientNum_t CG_GetClientNum;
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typedef void(*CG_PlayBoltedEffect_t)(int localClientNum, FxEffectDef* fxDef, int dobjHandle, unsigned int boneName);
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extern CG_PlayBoltedEffect_t CG_PlayBoltedEffect;
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