Merge branch 'implement-new-codo-maps' into 'develop'
Resolve "Implement new CODO maps"
This commit is contained in:
commit
b6a5c18662
2
deps/fmt
vendored
2
deps/fmt
vendored
@ -1 +1 @@
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Subproject commit ed874df293f8c0831477a2abbdabfb3a0d0441a8
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Subproject commit abbefd71666055daac9e14e78262620f9e845850
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2
deps/mongoose
vendored
2
deps/mongoose
vendored
@ -1 +1 @@
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Subproject commit a17eae4142f3ab5eea8189810189ab1fec67294a
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Subproject commit c722cfec18231c6d18ab8a73993b763aa1e0dd7e
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@ -63,6 +63,7 @@ namespace Components
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Loader::Register(new QuickPatch());
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Loader::Register(new ServerInfo());
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Loader::Register(new ServerList());
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Loader::Register(new SlowMotion());
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Loader::Register(new StringTable());
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Loader::Register(new ZoneBuilder());
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Loader::Register(new AssetHandler());
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@ -76,6 +76,7 @@ namespace Components
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#include "Modules\QuickPatch.hpp"
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#include "Modules\ServerInfo.hpp"
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#include "Modules\ServerList.hpp"
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#include "Modules\SlowMotion.hpp"
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#include "Modules\StringTable.hpp"
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#include "Modules\ZoneBuilder.hpp"
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#include "Modules\AssetHandler.hpp"
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@ -132,7 +132,57 @@ namespace Components
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}
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}
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if (type == 5 && name == "wc/codo_ui_viewer_black_decal3"s)
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#if DEBUG
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if (type == 9 && false)
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{
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static Game::MaterialTechniqueSet* technique = nullptr;
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auto printTechset = [] (Game::MaterialTechniqueSet* technique, std::string zone)
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{
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FILE* fp;
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fopen_s(&fp, "test.txt", "a");
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fprintf(fp, "%s: %s\n", zone.data(), technique->name);
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for (int i = 0; i < 48; i++)
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{
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if (technique->techniques[i])
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{
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fprintf(fp, "\t%d: %s\n", i, technique->techniques[i]->name);
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for (int j = 0; j < technique->techniques[i]->numPasses; j++)
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{
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Game::MaterialPass* pass = &technique->techniques[i]->passes[j];
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for (int k = 0; k < (pass->argCount1 + pass->argCount2 + pass->argCount3); k++)
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{
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fprintf(fp, "\t\t\t%d.%d.%d Para: %d\n", i, j, k, pass->argumentDef[k].paramID & 0xFFFF);
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}
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}
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}
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}
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fprintf(fp, "\n");
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fclose(fp);
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};
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static std::map<std::string, Game::MaterialTechniqueSet*> techs;
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if (FastFiles::Current() == "mp_rust_long")
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{
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techs[name] = asset->materialTechset;
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printTechset(asset->materialTechset, "mp_rust_long");
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}
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else
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{
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if (techs.find(name) != techs.end())
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{
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printTechset(asset->materialTechset, FastFiles::Current());
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}
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}
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}
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#endif
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && name == "wc/codo_ui_viewer_black_decal3"s)
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{
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asset->material->sortKey = 0xE;
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}
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@ -321,7 +371,7 @@ namespace Components
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// Log missing empty assets
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QuickPatch::OnFrame([] ()
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{
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if (Game::Sys_IsDatabaseReady() && Game::Sys_IsDatabaseReady2() && !AssetHandler::EmptyAssets.empty())
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if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
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{
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for (auto& asset : AssetHandler::EmptyAssets)
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{
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@ -197,7 +197,7 @@ namespace Components
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{
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if (ConnectProtocol::Used())
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{
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if (!Game::Sys_IsDatabaseReady() && !Game::Sys_IsDatabaseReady2())
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if (!FastFiles::Ready())
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{
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QuickPatch::Once(ConnectProtocol::Invocation);
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}
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@ -218,6 +218,11 @@ namespace Components
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return std::ifstream(path.data()).good();
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}
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bool FastFiles::Ready()
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{
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return (Game::Sys_IsDatabaseReady() && Game::Sys_IsDatabaseReady2());
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}
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const char* FastFiles::GetZoneLocation(const char* file)
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{
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const char* dir = Dvar::Var("fs_basepath").Get<const char*>();
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@ -12,7 +12,7 @@ namespace Components
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static void AddZonePath(std::string path);
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static std::string Current();
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static bool Ready();
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static bool Exists(std::string file);
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static void LoadLocalizeZones(Game::XZoneInfo *zoneInfo, unsigned int zoneCount, int sync);
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@ -314,7 +314,15 @@ namespace Components
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Assert_Size(Game::XAssetEntry, 16);
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Maps::EntryPool.clear();
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if (ZoneBuilder::IsEnabled())
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{
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Maps::EntryPool.resize(1183968);
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}
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else
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{
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Maps::EntryPool.resize(789312);
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}
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// Apply new size
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Utils::Hook::Set<DWORD>(0x5BAEB0, Maps::EntryPool.size());
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@ -404,11 +412,11 @@ namespace Components
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Maps::AddDependency("mp_bloc_sh", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_cargoship_sh", "iw4x_dependencies_mp");
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//Maps::AddDependency("mp_firingrange", "iw4x_dependencies_mp");
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//Maps::AddDependency("mp_shipment_long", "iw4x_dependencies_mp");
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//Maps::AddDependency("mp_firingrange", "iw4x_dependencies_mp");
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//Maps::AddDependency("mp_firingrange", "mp_underpass");
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//Maps::AddDependency("mp_underpass", "mp_firingrange");
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Maps::AddDependency("mp_firingrange", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_shipment_long", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_firingrange", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_rust_long", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_rust_long", "mp_rust");
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#if defined(DEBUG) && defined(ENABLE_DXSDK)
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Command::Add("dumpmap", [] (Command::Params)
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85
src/Components/Modules/Slowmotion.cpp
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85
src/Components/Modules/Slowmotion.cpp
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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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22
src/Components/Modules/Slowmotion.hpp
Normal file
22
src/Components/Modules/Slowmotion.hpp
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@ -0,0 +1,22 @@
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#define BUTTON_FLAG_LEANLEFT 0x40
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#define BUTTON_FLAG_LEANRIGHT 0x80
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namespace Components
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{
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class SlowMotion : public Component
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{
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public:
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SlowMotion();
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#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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const char* GetName() { return "SlowMotion"; };
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#endif
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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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};
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}
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@ -493,8 +493,11 @@ namespace Components
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Utils::Hook::Nop(0x5BB3F2, 5);
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Utils::Hook::Nop(0x5BB422, 5);
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Utils::Hook::Nop(0x5BB43A, 5);
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// Increase asset pools
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MAP_ENTS, 10);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODELSURFS, 8192);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, 14336);
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// hunk size (was 300 MiB)
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Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
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@ -1005,12 +1005,29 @@ namespace Components
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if (arg->paramID >= 58 && arg->paramID <= 135) // >= 34 would be 31 in iw4 terms
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{
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arg->paramID -= 3;
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if (Zones::Version() >= 359/* && arg->paramID <= 113*/)
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{
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arg->paramID -= 7;
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}
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}
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// >= 21 works fine for specular, but breaks trees
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// >= 4 is too low, breaks specular
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else if (arg->paramID >= 11 && arg->paramID < 58)
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{
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arg->paramID -= 2;
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if (Zones::Version() >= 359)
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{
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if (arg->paramID > 15 && arg->paramID < 34)
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{
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arg->paramID -= 1;
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}
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else if (arg->paramID >= 50)
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{
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arg->paramID += 6;
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}
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}
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}
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}
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@ -1126,7 +1143,12 @@ namespace Components
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{
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bool result = Game::Load_Stream(atStreamStart, buffer, size + 4);
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// This shouldn't make any difference.
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// The new entry is an additional remapped techset which is linked at runtime.
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// It's used when the 0x100 gameFlag in a material is set.
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// As MW2 flags are only 1 byte large, this won't be possible anyways
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int shiftTest = 4;
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std::memmove(buffer + 8 + shiftTest, buffer + 12 + shiftTest, 196 - shiftTest);
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AssetHandler::Relocate(buffer + 12 + shiftTest, buffer + 8 + shiftTest, 196 - shiftTest);
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@ -1143,8 +1165,12 @@ namespace Components
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//int surfaceTypeBits;
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const char *name;
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char drawSurf[6];
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union
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{
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char gameFlags;
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char pad;
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short sGameFlags;
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};
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char sortKey;
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char textureAtlasRowCount;
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char textureAtlasColumnCount;
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@ -1177,6 +1203,11 @@ namespace Components
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material->drawSurf[10] = material359.drawSurf[2];
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material->drawSurf[11] = material359.drawSurf[3];
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if (material359.sGameFlags & 0x100)
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{
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//OutputDebugStringA("");
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}
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return result;
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}
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@ -28,6 +28,7 @@ namespace Game
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Com_Printf_t Com_Printf = (Com_Printf_t)0x402500;
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Com_PrintMessage_t Com_PrintMessage = (Com_PrintMessage_t)0x4AA830;
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Com_ParseExt_t Com_ParseExt = (Com_ParseExt_t)0x474D60;
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Com_SetSlowMotion_t Com_SetSlowMotion = (Com_SetSlowMotion_t)0x446E20;
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Con_DrawMiniConsole_t Con_DrawMiniConsole = (Con_DrawMiniConsole_t)0x464F30;
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Con_DrawSolidConsole_t Con_DrawSolidConsole = (Con_DrawSolidConsole_t)0x5A5040;
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@ -176,6 +177,9 @@ namespace Game
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Scr_LoadScript_t Scr_LoadScript = (Scr_LoadScript_t)0x45D940;
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Scr_GetFunctionHandle_t Scr_GetFunctionHandle = (Scr_GetFunctionHandle_t)0x4234F0;
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Scr_GetFloat_t Scr_GetFloat = (Scr_GetFloat_t)0x443140;
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Scr_GetNumParam_t Scr_GetNumParam = (Scr_GetNumParam_t)0x4B0E90;
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Scr_ExecThread_t Scr_ExecThread = (Scr_ExecThread_t)0x4AD0B0;
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Scr_FreeThread_t Scr_FreeThread = (Scr_FreeThread_t)0x4BD320;
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@ -60,6 +60,9 @@ namespace Game
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typedef char* (__cdecl * Com_ParseExt_t)(const char **data_p);
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extern Com_ParseExt_t Com_ParseExt;
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typedef void(__cdecl * Com_SetSlowMotion_t)(float start, float end, int duration);
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extern Com_SetSlowMotion_t Com_SetSlowMotion;
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typedef char* (__cdecl * Con_DrawMiniConsole_t)(int localClientNum, int xPos, int yPos, float alpha);
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extern Con_DrawMiniConsole_t Con_DrawMiniConsole;
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@ -425,6 +428,12 @@ namespace Game
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typedef int(__cdecl * Scr_LoadScript_t)(const char*);
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extern Scr_LoadScript_t Scr_LoadScript;
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typedef float(__cdecl * Scr_GetFloat_t)(int);
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extern Scr_GetFloat_t Scr_GetFloat;
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typedef int(__cdecl * Scr_GetNumParam_t)(void);
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extern Scr_GetNumParam_t Scr_GetNumParam;
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typedef int(__cdecl * Scr_GetFunctionHandle_t)(const char*, const char*);
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extern Scr_GetFunctionHandle_t Scr_GetFunctionHandle;
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@ -2476,6 +2476,33 @@ namespace Game
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GfxColor groundLighting;
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};
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enum surfaceType_t
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{
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SF_TRIANGLES = 0x0,
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SF_TRIANGLES_NO_SUN_SHADOW = 0x1,
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SF_BEGIN_STATICMODEL = 0x2,
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SF_STATICMODEL_RIGID = 0x2,
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SF_STATICMODEL_INSTANCED = 0x3,
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SF_STATICMODEL_RIGID_NO_SUN_SHADOW = 0x4,
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SF_STATICMODEL_INSTANCED_NO_SUN_SHADOW = 0x5,
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SF_END_STATICMODEL = 0x6,
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SF_BMODEL = 0x6,
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SF_BEGIN_XMODEL = 0x7,
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SF_XMODEL_RIGID = 0x7,
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SF_XMODEL_SKINNED = 0x8,
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SF_END_XMODEL = 0x9,
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SF_BEGIN_FX = 0x9,
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SF_CODE = 0x9,
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SF_GLASS = 0xA,
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SF_MARK = 0xB,
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SF_SPARK = 0xC,
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SF_PARTICLE_CLOUD = 0xD,
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SF_PARTICLE_SPARK_CLOUD = 0xE,
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SF_END_FX = 0xF,
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SF_NUM_SURFACE_TYPES = 0xF,
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SF_FORCE_32_BITS = 0xFFFFFFFF,
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};
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|
||||
struct srfTriangles_t
|
||||
{
|
||||
int vertexLayerData;
|
||||
|
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