mirror of
https://github.com/shavitush/bhoptimer.git
synced 2025-12-07 02:18:26 +00:00
shape into shavit-tas
This commit is contained in:
parent
1ce6acc5f4
commit
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@ -21,48 +21,8 @@
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#endif
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#define _shavit_tas_xutax_included
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// taken from shavit's oryx
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stock bool IsSurfing(int client)
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{
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float fPosition[3];
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GetClientAbsOrigin(client, fPosition);
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float fEnd[3];
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fEnd = fPosition;
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fEnd[2] -= 64.0;
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float fMins[3];
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GetEntPropVector(client, Prop_Send, "m_vecMins", fMins);
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float fMaxs[3];
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GetEntPropVector(client, Prop_Send, "m_vecMaxs", fMaxs);
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Handle hTR = TR_TraceHullFilterEx(fPosition, fEnd, fMins, fMaxs, MASK_PLAYERSOLID, TRFilter_NoPlayers, client);
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if(TR_DidHit(hTR))
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{
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float fNormal[3];
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TR_GetPlaneNormal(hTR, fNormal);
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delete hTR;
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// If the plane normal's Z axis is 0.7 or below (alternatively, -0.7 when upside-down) then it's a surf ramp.
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// https://github.com/alliedmodders/hl2sdk/blob/92dcf04225a278b75170cc84917f04e98f5d08ec/game/server/physics_main.cpp#L1059
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// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/physics_main.cpp#L1065
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return (-0.7 <= fNormal[2] <= 0.7);
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}
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delete hTR;
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return false;
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}
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public bool TRFilter_NoPlayers(int entity, int mask, any data)
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{
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return (entity != view_as<int>(data) || (entity < 1 || entity > MaxClients));
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}
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// reference code for CGameMovement::AirAccelerate & CGameMovement::AirMove at:
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// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/gamemovement.cpp#L1707-L1799
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float AngleNormalize(float flAngle)
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@ -108,7 +68,7 @@ float Vec2DToYaw(float vec[2])
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* 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).
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*/
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void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRight[2], float &flForwardMove, float &flSideMove)
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void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRight[2], float &flForwardMove, float &flSideMove, float flMaxMove)
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{
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// wishdir[0] = foward[0] * forwardmove + right[0] * sidemove;
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// wishdir[1] = foward[1] * forwardmove + right[1] * sidemove;
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@ -131,7 +91,7 @@ void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRig
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float flDivide = (c * e - a * f);
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if(flDivide == 0.0)
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{
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flForwardMove = g_fMaxMove;
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flForwardMove = flMaxMove;
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flSideMove = 0.0;
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}
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else
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@ -141,7 +101,7 @@ void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRig
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}
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}
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float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime)
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float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flAirSpeedCap)
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{
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// In order to solve this, we must check that accelspeed < 30
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// so it applies the correct strafing method.
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@ -158,7 +118,7 @@ float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMax
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float flAccelSpeed = flAirAccelerate * flMaxSpeed * flSurfaceFriction * flFrametime;
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float flWantedDotProduct = g_flAirSpeedCap - flAccelSpeed;
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float flWantedDotProduct = flAirSpeedCap - flAccelSpeed;
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if (flWantedDotProduct > 0.0)
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{
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@ -208,13 +168,13 @@ float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMax
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return flMaxDelta;
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}*/
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float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flVelocityOutput[2])
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float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flVelocityOutput[2], float flAirSpeedCap)
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{
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float flWishSpeedCapped = flMaxSpeed;
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// Cap speed
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if( flWishSpeedCapped > g_flAirSpeedCap )
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flWishSpeedCapped = g_flAirSpeedCap;
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if( flWishSpeedCapped > flAirSpeedCap )
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flWishSpeedCapped = flAirSpeedCap;
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// Determine veer amount
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float flCurrentSpeed = flVelocity[0] * flWishDir[0] + flVelocity[1] * flWishDir[1];
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@ -242,12 +202,11 @@ float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAir
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}
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// The idea is to get the maximum angle
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float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, bool bLeft)
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float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, bool bLeft, float flAirAccelerate, float flAirSpeedCap)
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{
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float flFrametime = GetTickInterval();
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float flAirAccelerate = g_ConVar_sv_airaccelerate.FloatValue;
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float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime);
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float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime, flAirSpeedCap);
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// Convert velocity 2D to angle.
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float flYawVelocity = Vec2DToYaw(flVelocity);
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@ -283,8 +242,8 @@ float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFri
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float flCalcVelocityLeft[2], flCalcVelocityRight[2];
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// Simulate air accelerate function in order to get the new max gain possible on both side.
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SimulateAirAccelerate(flVelocity, vecBestLeft, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityLeft);
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SimulateAirAccelerate(flVelocity, vecBestRight, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityRight);
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SimulateAirAccelerate(flVelocity, vecBestLeft, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityLeft, flAirSpeedCap);
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SimulateAirAccelerate(flVelocity, vecBestRight, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityRight, flAirSpeedCap);
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float flNewBestYawLeft = Vec2DToYaw(flCalcVelocityLeft);
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float flNewBestYawRight = Vec2DToYaw(flCalcVelocityRight);
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@ -303,14 +262,13 @@ float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFri
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// return FloatAbs(AngleNormalize(flNewBestYawLeft - flNewBestYawRight) / 2.0);
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}
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void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, float &flForwardMove, float &flSideMove, bool bPreferRight = true)
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void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, float &flForwardMove, float &flSideMove, bool bPreferRight, float flAirAccelerate, float flMaxMove, float flAirSpeedCap)
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{
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float flAirAccelerate = g_ConVar_sv_airaccelerate.FloatValue;
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float flFrametime = GetTickInterval();
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float flYawVelocity = Vec2DToYaw(flVelocity);
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// Get theta angle
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float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime);
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float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime, flAirSpeedCap);
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// Get the best yaw direction on the right.
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float flBestYawRight = AngleNormalize(flYawVelocity + flTheta);
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@ -381,7 +339,7 @@ void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flM
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vecRightWantedDir[1] = vecRightWantedDir3D[1];
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// Solve the movement variables from our wanted direction and the best gain direction.
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Solve2DMovementsVars(vecBestDir, vecForwardWantedDir, vecRightWantedDir, flForwardMove, flSideMove);
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Solve2DMovementsVars(vecBestDir, vecForwardWantedDir, vecRightWantedDir, flForwardMove, flSideMove, flMaxMove);
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float flLengthMovements = SquareRoot(flForwardMove * flForwardMove + flSideMove * flSideMove);
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@ -392,21 +350,11 @@ void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flM
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}
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}
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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])
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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],
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float flAirAccelerate, float flSurfaceFriction, float flAirSpeedCap, float flMaxMove, float flOldYawAngle, float fPower)
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{
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float flFowardMove, flSideMove;
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float flMaxSpeed = GetEntPropFloat(client, Prop_Data, "m_flMaxspeed");
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float flSurfaceFriction = 1.0;
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if (g_iSurfaceFrictionOffset > 0)
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{
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flSurfaceFriction = GetEntDataFloat(client, g_iSurfaceFrictionOffset);
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if (g_ConVar_AutoFind_Offset.BoolValue && s_iOnGroundCount[client] == 0 && !(flSurfaceFriction == 0.25 || flSurfaceFriction == 1.0))
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{
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FindNewFrictionOffset(client);
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}
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}
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float flVelocity[3], flVelocity2D[2];
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GetEntPropVector(client, Prop_Data, "m_vecVelocity", flVelocity);
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@ -416,39 +364,39 @@ public Action XutaxOnPlayerRunCmd(int client, int& buttons, int& impulse, float
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// PrintToChat(client, "%f", SquareRoot(flVelocity2D[0] * flVelocity2D[0] + flVelocity2D[1] * flVelocity2D[1]));
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GetIdealMovementsInAir(angles[1], flVelocity2D, flMaxSpeed, flSurfaceFriction, flFowardMove, flSideMove);
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GetIdealMovementsInAir(angles[1], flVelocity2D, flMaxSpeed, flSurfaceFriction, flFowardMove, flSideMove, true, flAirAccelerate, flMaxMove, flAirSpeedCap);
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float flAngleDifference = AngleNormalize(angles[1] - g_flOldYawAngle[client]);
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float flAngleDifference = AngleNormalize(angles[1] - flOldYawAngle);
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float flCurrentAngles = FloatAbs(flAngleDifference);
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// Right
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if (flAngleDifference < 0.0)
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{
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float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, true);
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vel[1] = g_fMaxMove;
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float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, true, flAirAccelerate, flAirSpeedCap);
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vel[1] = flMaxMove;
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if (flCurrentAngles <= flMaxDelta * g_fPower[client])
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if (flCurrentAngles <= flMaxDelta * fPower)
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{
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vel[0] = flFowardMove * g_fMaxMove;
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vel[1] = flSideMove * g_fMaxMove;
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vel[0] = flFowardMove * flMaxMove;
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vel[1] = flSideMove * flMaxMove;
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}
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}
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else if (flAngleDifference > 0.0)
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{
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float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, false);
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vel[1] = -g_fMaxMove;
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float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, false, flAirAccelerate, flAirSpeedCap);
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vel[1] = -flMaxMove;
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if (flCurrentAngles <= flMaxDelta * g_fPower[client])
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if (flCurrentAngles <= flMaxDelta * fPower)
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{
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vel[0] = flFowardMove * g_fMaxMove;
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vel[1] = flSideMove * g_fMaxMove;
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vel[0] = flFowardMove * flMaxMove;
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vel[1] = flSideMove * flMaxMove;
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}
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}
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else
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{
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vel[0] = flFowardMove * g_fMaxMove;
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vel[1] = flSideMove * g_fMaxMove;
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vel[0] = flFowardMove * flMaxMove;
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vel[1] = flSideMove * flMaxMove;
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}
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return Plugin_Continue;
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77
addons/sourcemod/scripting/include/shavit/tas.inc
Normal file
77
addons/sourcemod/scripting/include/shavit/tas.inc
Normal file
@ -0,0 +1,77 @@
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/*
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* shavit's Timer - tas.inc file
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* by: xutaxkamay, shavit
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*
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* This file is part of shavit's Timer.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* 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.
|
||||
*
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||||
* You should have received a copy of the GNU General Public License along with
|
||||
* this program. If not, see <http://www.gnu.org/licenses/>.
|
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*
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*/
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#if defined _shavit_tas_included
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#endinput
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#endif
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#define _shavit_tas_included
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#define TAS_STYLE_SETTING "tas"
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enum
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{
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Type_Normal, // only w/s disables autostrafe
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Type_SurfOverride, // w/s always disables, a/d only over surf ramps
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Type_Override, // all keys disable
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Type_Size // size
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};
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// taken from shavit's oryx
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stock bool IsSurfing(int client)
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{
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float fPosition[3];
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GetClientAbsOrigin(client, fPosition);
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float fEnd[3];
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fEnd = fPosition;
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fEnd[2] -= 64.0;
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float fMins[3];
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GetEntPropVector(client, Prop_Send, "m_vecMins", fMins);
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float fMaxs[3];
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GetEntPropVector(client, Prop_Send, "m_vecMaxs", fMaxs);
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Handle hTR = TR_TraceHullFilterEx(fPosition, fEnd, fMins, fMaxs, MASK_PLAYERSOLID, TRFilter_NoPlayers, client);
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if(TR_DidHit(hTR))
|
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{
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float fNormal[3];
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TR_GetPlaneNormal(hTR, fNormal);
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delete hTR;
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// If the plane normal's Z axis is 0.7 or below (alternatively, -0.7 when upside-down) then it's a surf ramp.
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// https://github.com/alliedmodders/hl2sdk/blob/92dcf04225a278b75170cc84917f04e98f5d08ec/game/server/physics_main.cpp#L1059
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// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/physics_main.cpp#L1065
|
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|
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return (-0.7 <= fNormal[2] <= 0.7);
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}
|
||||
|
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delete hTR;
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||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TRFilter_NoPlayers(int entity, int mask, any data)
|
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{
|
||||
return (entity != view_as<int>(data) || (entity < 1 || entity > MaxClients));
|
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}
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@ -1,34 +1,61 @@
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|
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/*
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* shavit's Timer - TAS
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* 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>
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#include <sdktools>
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#include <cstrike>
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#include <convar_class>
|
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|
||||
#include <shavit/core>
|
||||
#include <shavit/tas>
|
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#include <shavit/tas-xutax>
|
||||
|
||||
#undef REQUIRE_PLUGIN
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#include <shavit/checkpoints>
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#include <shavit/zones>
|
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|
||||
#pragma newdecls required
|
||||
#pragma semicolon 1
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||||
|
||||
EngineVersion gEV_Type = Engine_Unknown;
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|
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float g_flAirSpeedCap = 30.0;
|
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float g_flOldYawAngle[MAXPLAYERS + 1];
|
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ConVar g_ConVar_sv_airaccelerate;
|
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int g_iSurfaceFrictionOffset;
|
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float g_fMaxMove = 400.0;
|
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EngineVersion g_Game;
|
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bool g_bEnabled[MAXPLAYERS + 1];
|
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int g_iType[MAXPLAYERS + 1];
|
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float g_fPower[MAXPLAYERS + 1] = {1.0, ...};
|
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bool g_bTASEnabled;
|
||||
|
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Convar g_ConVar_AutoFind_Offset;
|
||||
bool gB_ForceJump[MAXPLAYERS+1];
|
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|
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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/"
|
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name = "[shavit] TAS (XutaxKamay)",
|
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author = "xutaxkamay, KiD Fearless, rtldg",
|
||||
description = "TAS module for shavit's bhop timer featuring xutaxkamay's autostrafer.",
|
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version = SHAVIT_VERSION,
|
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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)
|
||||
|
||||
@ -188,6 +188,10 @@
|
||||
{
|
||||
"en" "Use velocity"
|
||||
}
|
||||
"TasSettings"
|
||||
{
|
||||
"en" "TAS Settings"
|
||||
}
|
||||
// ---------- Misc ---------- //
|
||||
"BHStartZoneDisallowed"
|
||||
{
|
||||
|
||||
Loading…
Reference in New Issue
Block a user