100 lines
1.9 KiB
C++
100 lines
1.9 KiB
C++
#include <STDInclude.hpp>
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#include "SlowMotion.hpp"
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namespace Components
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{
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int SlowMotion::Delay = 0;
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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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Game::Com_UpdateSlowMotion(msec);
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}
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else
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{
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Delay -= msec;
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}
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}
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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 + 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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retn
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}
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}
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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() >= 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) * 1000.0f);
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}
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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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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, 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(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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