#include "STDInclude.hpp" namespace Components { int SlowMotion::Delay = 0; void SlowMotion::ApplySlowMotion(int timePassed) { if (SlowMotion::Delay <= 0) { Utils::Hook::Call(0x60B2D0)(timePassed); } else { SlowMotion::Delay -= timePassed; } } __declspec(naked) void SlowMotion::ApplySlowMotionStub() { __asm { pushad push [esp + 20h] call SlowMotion::ApplySlowMotion pop ecx popad retn } } void SlowMotion::SetSlowMotion() { int duration = 1000; float start = Game::Scr_GetFloat(0); float end = 1.0f; if (Game::Scr_GetNumParam() >= 2) { end = Game::Scr_GetFloat(1); } if (Game::Scr_GetNumParam() >= 3) { duration = static_cast(Game::Scr_GetFloat(2) * 1000.0); } int delay = 0; if (start > end) { if (duration < 150) { delay = duration; } else { delay = 150; } } duration = duration - delay; Game::Com_SetSlowMotion(start, end, duration); SlowMotion::Delay = delay; // set snapshot num to 1 behind (T6 does this, why shouldn't we?) for (int i = 0; i < *Game::svs_numclients; i++) { Game::svs_clients[i].snapNum = (*reinterpret_cast(0x31D9384)) - 1; } } SlowMotion::SlowMotion() { if (!Dedicated::IsEnabled()) return; SlowMotion::Delay = 0; Utils::Hook(0x5F5FF2, SlowMotion::SetSlowMotion, HOOK_JUMP).install()->quick(); Utils::Hook(0x60B38A, SlowMotion::ApplySlowMotionStub, HOOK_CALL).install()->quick(); } }