shape into shavit-tas

This commit is contained in:
rtldg 2022-01-02 11:49:00 +00:00
parent 1ce6acc5f4
commit 2fa06031de
4 changed files with 287 additions and 109 deletions

View File

@ -21,48 +21,8 @@
#endif
#define _shavit_tas_xutax_included
// taken from shavit's oryx
stock bool IsSurfing(int client)
{
float fPosition[3];
GetClientAbsOrigin(client, fPosition);
float fEnd[3];
fEnd = fPosition;
fEnd[2] -= 64.0;
float fMins[3];
GetEntPropVector(client, Prop_Send, "m_vecMins", fMins);
float fMaxs[3];
GetEntPropVector(client, Prop_Send, "m_vecMaxs", fMaxs);
Handle hTR = TR_TraceHullFilterEx(fPosition, fEnd, fMins, fMaxs, MASK_PLAYERSOLID, TRFilter_NoPlayers, client);
if(TR_DidHit(hTR))
{
float fNormal[3];
TR_GetPlaneNormal(hTR, fNormal);
delete hTR;
// If the plane normal's Z axis is 0.7 or below (alternatively, -0.7 when upside-down) then it's a surf ramp.
// https://github.com/alliedmodders/hl2sdk/blob/92dcf04225a278b75170cc84917f04e98f5d08ec/game/server/physics_main.cpp#L1059
// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/physics_main.cpp#L1065
return (-0.7 <= fNormal[2] <= 0.7);
}
delete hTR;
return false;
}
public bool TRFilter_NoPlayers(int entity, int mask, any data)
{
return (entity != view_as<int>(data) || (entity < 1 || entity > MaxClients));
}
// reference code for CGameMovement::AirAccelerate & CGameMovement::AirMove at:
// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/gamemovement.cpp#L1707-L1799
float AngleNormalize(float flAngle)
@ -108,7 +68,7 @@ float Vec2DToYaw(float vec[2])
* But, for noclip (3D) it's a different story that I will let you discover, same method, but 3 equations and 3 unknown variables (forwardmove, sidemove, upmove).
*/
void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRight[2], float &flForwardMove, float &flSideMove)
void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRight[2], float &flForwardMove, float &flSideMove, float flMaxMove)
{
// wishdir[0] = foward[0] * forwardmove + right[0] * sidemove;
// wishdir[1] = foward[1] * forwardmove + right[1] * sidemove;
@ -131,7 +91,7 @@ void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRig
float flDivide = (c * e - a * f);
if(flDivide == 0.0)
{
flForwardMove = g_fMaxMove;
flForwardMove = flMaxMove;
flSideMove = 0.0;
}
else
@ -141,7 +101,7 @@ void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRig
}
}
float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime)
float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flAirSpeedCap)
{
// In order to solve this, we must check that accelspeed < 30
// so it applies the correct strafing method.
@ -158,7 +118,7 @@ float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMax
float flAccelSpeed = flAirAccelerate * flMaxSpeed * flSurfaceFriction * flFrametime;
float flWantedDotProduct = g_flAirSpeedCap - flAccelSpeed;
float flWantedDotProduct = flAirSpeedCap - flAccelSpeed;
if (flWantedDotProduct > 0.0)
{
@ -208,13 +168,13 @@ float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMax
return flMaxDelta;
}*/
float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flVelocityOutput[2])
float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flVelocityOutput[2], float flAirSpeedCap)
{
float flWishSpeedCapped = flMaxSpeed;
// Cap speed
if( flWishSpeedCapped > g_flAirSpeedCap )
flWishSpeedCapped = g_flAirSpeedCap;
if( flWishSpeedCapped > flAirSpeedCap )
flWishSpeedCapped = flAirSpeedCap;
// Determine veer amount
float flCurrentSpeed = flVelocity[0] * flWishDir[0] + flVelocity[1] * flWishDir[1];
@ -242,12 +202,11 @@ float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAir
}
// The idea is to get the maximum angle
float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, bool bLeft)
float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, bool bLeft, float flAirAccelerate, float flAirSpeedCap)
{
float flFrametime = GetTickInterval();
float flAirAccelerate = g_ConVar_sv_airaccelerate.FloatValue;
float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime);
float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime, flAirSpeedCap);
// Convert velocity 2D to angle.
float flYawVelocity = Vec2DToYaw(flVelocity);
@ -283,8 +242,8 @@ float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFri
float flCalcVelocityLeft[2], flCalcVelocityRight[2];
// Simulate air accelerate function in order to get the new max gain possible on both side.
SimulateAirAccelerate(flVelocity, vecBestLeft, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityLeft);
SimulateAirAccelerate(flVelocity, vecBestRight, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityRight);
SimulateAirAccelerate(flVelocity, vecBestLeft, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityLeft, flAirSpeedCap);
SimulateAirAccelerate(flVelocity, vecBestRight, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityRight, flAirSpeedCap);
float flNewBestYawLeft = Vec2DToYaw(flCalcVelocityLeft);
float flNewBestYawRight = Vec2DToYaw(flCalcVelocityRight);
@ -303,14 +262,13 @@ float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFri
// return FloatAbs(AngleNormalize(flNewBestYawLeft - flNewBestYawRight) / 2.0);
}
void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, float &flForwardMove, float &flSideMove, bool bPreferRight = true)
void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, float &flForwardMove, float &flSideMove, bool bPreferRight, float flAirAccelerate, float flMaxMove, float flAirSpeedCap)
{
float flAirAccelerate = g_ConVar_sv_airaccelerate.FloatValue;
float flFrametime = GetTickInterval();
float flYawVelocity = Vec2DToYaw(flVelocity);
// Get theta angle
float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime);
float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime, flAirSpeedCap);
// Get the best yaw direction on the right.
float flBestYawRight = AngleNormalize(flYawVelocity + flTheta);
@ -381,7 +339,7 @@ void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flM
vecRightWantedDir[1] = vecRightWantedDir3D[1];
// Solve the movement variables from our wanted direction and the best gain direction.
Solve2DMovementsVars(vecBestDir, vecForwardWantedDir, vecRightWantedDir, flForwardMove, flSideMove);
Solve2DMovementsVars(vecBestDir, vecForwardWantedDir, vecRightWantedDir, flForwardMove, flSideMove, flMaxMove);
float flLengthMovements = SquareRoot(flForwardMove * flForwardMove + flSideMove * flSideMove);
@ -392,21 +350,11 @@ void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flM
}
}
public Action XutaxOnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2])
public Action XutaxOnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2],
float flAirAccelerate, float flSurfaceFriction, float flAirSpeedCap, float flMaxMove, float flOldYawAngle, float fPower)
{
float flFowardMove, flSideMove;
float flMaxSpeed = GetEntPropFloat(client, Prop_Data, "m_flMaxspeed");
float flSurfaceFriction = 1.0;
if (g_iSurfaceFrictionOffset > 0)
{
flSurfaceFriction = GetEntDataFloat(client, g_iSurfaceFrictionOffset);
if (g_ConVar_AutoFind_Offset.BoolValue && s_iOnGroundCount[client] == 0 && !(flSurfaceFriction == 0.25 || flSurfaceFriction == 1.0))
{
FindNewFrictionOffset(client);
}
}
float flVelocity[3], flVelocity2D[2];
GetEntPropVector(client, Prop_Data, "m_vecVelocity", flVelocity);
@ -416,39 +364,39 @@ public Action XutaxOnPlayerRunCmd(int client, int& buttons, int& impulse, float
// PrintToChat(client, "%f", SquareRoot(flVelocity2D[0] * flVelocity2D[0] + flVelocity2D[1] * flVelocity2D[1]));
GetIdealMovementsInAir(angles[1], flVelocity2D, flMaxSpeed, flSurfaceFriction, flFowardMove, flSideMove);
GetIdealMovementsInAir(angles[1], flVelocity2D, flMaxSpeed, flSurfaceFriction, flFowardMove, flSideMove, true, flAirAccelerate, flMaxMove, flAirSpeedCap);
float flAngleDifference = AngleNormalize(angles[1] - g_flOldYawAngle[client]);
float flAngleDifference = AngleNormalize(angles[1] - flOldYawAngle);
float flCurrentAngles = FloatAbs(flAngleDifference);
// Right
if (flAngleDifference < 0.0)
{
float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, true);
vel[1] = g_fMaxMove;
float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, true, flAirAccelerate, flAirSpeedCap);
vel[1] = flMaxMove;
if (flCurrentAngles <= flMaxDelta * g_fPower[client])
if (flCurrentAngles <= flMaxDelta * fPower)
{
vel[0] = flFowardMove * g_fMaxMove;
vel[1] = flSideMove * g_fMaxMove;
vel[0] = flFowardMove * flMaxMove;
vel[1] = flSideMove * flMaxMove;
}
}
else if (flAngleDifference > 0.0)
{
float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, false);
vel[1] = -g_fMaxMove;
float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, false, flAirAccelerate, flAirSpeedCap);
vel[1] = -flMaxMove;
if (flCurrentAngles <= flMaxDelta * g_fPower[client])
if (flCurrentAngles <= flMaxDelta * fPower)
{
vel[0] = flFowardMove * g_fMaxMove;
vel[1] = flSideMove * g_fMaxMove;
vel[0] = flFowardMove * flMaxMove;
vel[1] = flSideMove * flMaxMove;
}
}
else
{
vel[0] = flFowardMove * g_fMaxMove;
vel[1] = flSideMove * g_fMaxMove;
vel[0] = flFowardMove * flMaxMove;
vel[1] = flSideMove * flMaxMove;
}
return Plugin_Continue;

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@ -0,0 +1,77 @@
/*
* shavit's Timer - tas.inc file
* by: xutaxkamay, shavit
*
* This file is part of shavit's Timer.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#if defined _shavit_tas_included
#endinput
#endif
#define _shavit_tas_included
#define TAS_STYLE_SETTING "tas"
enum
{
Type_Normal, // only w/s disables autostrafe
Type_SurfOverride, // w/s always disables, a/d only over surf ramps
Type_Override, // all keys disable
Type_Size // size
};
// taken from shavit's oryx
stock bool IsSurfing(int client)
{
float fPosition[3];
GetClientAbsOrigin(client, fPosition);
float fEnd[3];
fEnd = fPosition;
fEnd[2] -= 64.0;
float fMins[3];
GetEntPropVector(client, Prop_Send, "m_vecMins", fMins);
float fMaxs[3];
GetEntPropVector(client, Prop_Send, "m_vecMaxs", fMaxs);
Handle hTR = TR_TraceHullFilterEx(fPosition, fEnd, fMins, fMaxs, MASK_PLAYERSOLID, TRFilter_NoPlayers, client);
if(TR_DidHit(hTR))
{
float fNormal[3];
TR_GetPlaneNormal(hTR, fNormal);
delete hTR;
// If the plane normal's Z axis is 0.7 or below (alternatively, -0.7 when upside-down) then it's a surf ramp.
// https://github.com/alliedmodders/hl2sdk/blob/92dcf04225a278b75170cc84917f04e98f5d08ec/game/server/physics_main.cpp#L1059
// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/physics_main.cpp#L1065
return (-0.7 <= fNormal[2] <= 0.7);
}
delete hTR;
return false;
}
public bool TRFilter_NoPlayers(int entity, int mask, any data)
{
return (entity != view_as<int>(data) || (entity < 1 || entity > MaxClients));
}

View File

@ -1,34 +1,61 @@
/*
* shavit's Timer - TAS
* by: xutaxkamay, KiD Fearless, rtldg
*
* This file is part of shavit's Timer.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include <sourcemod>
#include <sdktools>
#include <cstrike>
#include <convar_class>
#include <shavit/core>
#include <shavit/tas>
#include <shavit/tas-xutax>
#undef REQUIRE_PLUGIN
#include <shavit/checkpoints>
#include <shavit/zones>
#pragma newdecls required
#pragma semicolon 1
EngineVersion gEV_Type = Engine_Unknown;
float g_flAirSpeedCap = 30.0;
float g_flOldYawAngle[MAXPLAYERS + 1];
ConVar g_ConVar_sv_airaccelerate;
int g_iSurfaceFrictionOffset;
float g_fMaxMove = 400.0;
EngineVersion g_Game;
bool g_bEnabled[MAXPLAYERS + 1];
int g_iType[MAXPLAYERS + 1];
float g_fPower[MAXPLAYERS + 1] = {1.0, ...};
bool g_bTASEnabled;
Convar g_ConVar_AutoFind_Offset;
bool gB_ForceJump[MAXPLAYERS+1];
Convar gCV_AutoFindOffsets = null;
ConVar sv_airaccelerate = null;
public Plugin myinfo =
{
name = "Perfect autostrafe",
author = "xutaxkamay",
description = "",
version = "1.2",
url = "https://steamcommunity.com/id/xutaxkamay/"
name = "[shavit] TAS (XutaxKamay)",
author = "xutaxkamay, KiD Fearless, rtldg",
description = "TAS module for shavit's bhop timer featuring xutaxkamay's autostrafer.",
version = SHAVIT_VERSION,
url = "https://github.com/shavitush/bhoptimer"
};
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max)
@ -40,26 +67,28 @@ public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max
CreateNative("SetXutaxPower", Native_SetPower);
CreateNative("GetXutaxPower", Native_GetPower);
RegPluginLibrary("xutax-strafe");
RegPluginLibrary("shavit-tas");
return APLRes_Success;
}
public void OnPluginStart()
{
g_Game = GetEngineVersion();
g_ConVar_sv_airaccelerate = FindConVar("sv_airaccelerate");
LoadTranslations("shavit-common.phrases");
LoadTranslations("shavit-misc.phrases");
GameData gamedata = new GameData("KiD-TAS.games");
gEV_Type = GetEngineVersion();
sv_airaccelerate = FindConVar("sv_airaccelerate");
g_iSurfaceFrictionOffset = gamedata.GetOffset("m_surfaceFriction");
delete gamedata;
GameData gamedata = new GameData("shavit.games");
if(g_iSurfaceFrictionOffset == -1)
if ((g_iSurfaceFrictionOffset = gamedata.GetOffset("m_surfaceFriction")) == -1)
{
LogError("[XUTAX] Invalid offset supplied, defaulting friction values");
}
if(g_Game == Engine_CSGO)
delete gamedata;
if (gEV_Type == Engine_CSGO)
{
g_fMaxMove = 450.0;
ConVar sv_air_max_wishspeed = FindConVar("sv_air_max_wishspeed");
@ -71,21 +100,17 @@ public void OnPluginStart()
g_iSurfaceFrictionOffset = FindSendPropInfo("CBasePlayer", "m_ubEFNoInterpParity") - g_iSurfaceFrictionOffset;
}
}
else if(g_Game == Engine_CSS)
else
{
if (g_iSurfaceFrictionOffset != -1)
{
g_iSurfaceFrictionOffset += FindSendPropInfo("CBasePlayer", "m_szLastPlaceName");
}
}
else
{
SetFailState("This plugin is for CSGO/CSS only.");
}
RegAdminCmd("sm_xutax_scan", Command_ScanOffsets, ADMFLAG_CHEATS, "Scan for possible offset locations");
g_ConVar_AutoFind_Offset = new Convar("xutax_find_offsets", "1", "Attempt to autofind offsets", _, true, 0.0, true, 1.0);
gCV_AutoFindOffsets = new Convar("xutax_find_offsets", "1", "Attempt to autofind offsets", _, true, 0.0, true, 1.0);
Convar.AutoExecConfig();
}
@ -103,12 +128,121 @@ public void OnClientConnected(int client)
g_fPower[client] = 1.0;
}
public void Shavit_OnLeaveZone(int client, int type, int track, int id, int entity, int data)
{
if (!IsValidClient(client, true) || IsFakeClient(client))
{
return;
}
if (!Shavit_GetStyleSettingBool(Shavit_GetBhopStyle(client), TAS_STYLE_SETTING))
{
return;
}
if (Shavit_GetTimerStatus(client) != Timer_Running)
{
return;
}
if (type == Zone_Start)
{
if (GetEntityFlags(client) & FL_ONGROUND)
{
gB_ForceJump[client] = true;
}
}
}
int FindMenuItem(Menu menu, const char[] info)
{
for (int i = 0; i < menu.ItemCount; i++)
{
char sInfo[64];
menu.GetItem(i, sInfo, sizeof(sInfo));
if (StrEqual(info, sInfo))
{
return i;
}
}
return -1;
}
public Action Shavit_OnCheckpointMenuMade(int client, bool segmented, Menu menu)
{
if (!Shavit_GetStyleSettingBool(Shavit_GetBhopStyle(client), TAS_STYLE_SETTING))
{
return Plugin_Continue;
}
char sDisplay[64];
bool tas_timescale = (Shavit_GetStyleSettingFloat(Shavit_GetBhopStyle(client), "tas_timescale") == -1.0);
int delcurrentcheckpoint = -1;
if (tas_timescale)
{
if ((delcurrentcheckpoint = FindMenuItem(menu, "del")) != -1)
{
menu.RemoveItem(delcurrentcheckpoint);
}
}
FormatEx(sDisplay, 64, "%T\n ", "TasSettings", client);
menu.AddItem("tassettings", sDisplay);
//menu.ExitButton = false;
if (delcurrentcheckpoint != -1)
{
FormatEx(sDisplay, 64, "%T", "MiscCheckpointDeleteCurrent", client);
menu.AddItem("del", sDisplay, (Shavit_GetTotalCheckpoints(client) > 0) ? ITEMDRAW_DEFAULT:ITEMDRAW_DISABLED);
}
return Plugin_Changed;
}
public Action Shavit_OnCheckpointMenuSelect(int client, int param2, char[] info, int maxlength, int currentCheckpoint, int maxCPs)
{
if (!Shavit_GetStyleSettingBool(Shavit_GetBhopStyle(client), TAS_STYLE_SETTING))
{
return Plugin_Continue;
}
if (StrEqual(info, "tassettings"))
{
// OpenTasSettings(client);
return Plugin_Handled;
}
return Plugin_Continue;
}
// TODO: Not good enough. Need to jump earlier to get 0.0 offset...
public Action Shavit_OnUserCmdPre(int client, int &buttons, int &impulse, float vel[3], float angles[3], TimerStatus status, int track, int style, int mouse[2])
{
if (!Shavit_ShouldProcessFrame(client))
{
return Plugin_Continue;
}
if (gB_ForceJump[client] && status == Timer_Running && Shavit_GetStyleSettingBool(style, TAS_STYLE_SETTING))
{
buttons |= IN_JUMP;
}
gB_ForceJump[client] = false;
return Plugin_Changed;
}
public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2])
{
#if 0
if (!g_bEnabled[client])
{
return Plugin_Continue;
}
#endif
if (!Shavit_ShouldProcessFrame(client))
{
@ -147,6 +281,21 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
return Plugin_Continue;
}
}
float flSurfaceFriction = 1.0;
if (g_iSurfaceFrictionOffset > 0)
{
flSurfaceFriction = GetEntDataFloat(client, g_iSurfaceFrictionOffset);
if (gCV_AutoFindOffsets.BoolValue && s_iOnGroundCount[client] == 0 && !(flSurfaceFriction == 0.25 || flSurfaceFriction == 1.0))
{
FindNewFrictionOffset(client);
}
}
XutaxOnPlayerRunCmd(client, buttons, impulse, vel, angles, weapon, subtype, cmdnum, tickcount, seed, mouse,
sv_airaccelerate.FloatValue, flSurfaceFriction, g_flAirSpeedCap, g_fMaxMove, g_flOldYawAngle[client], g_fPower[client]);
}
g_flOldYawAngle[client] = angles[1];
@ -156,7 +305,7 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
stock void FindNewFrictionOffset(int client, bool logOnly = false)
{
if(g_Game == Engine_CSGO)
if (gEV_Type == Engine_CSGO)
{
int startingOffset = FindSendPropInfo("CBasePlayer", "m_ubEFNoInterpParity");
for (int i = 16; i >= -128; --i)

View File

@ -188,6 +188,10 @@
{
"en" "Use velocity"
}
"TasSettings"
{
"en" "TAS Settings"
}
// ---------- Misc ---------- //
"BHStartZoneDisallowed"
{