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https://github.com/shavitush/bhoptimer.git
synced 2025-12-07 10:28:26 +00:00
replace many instances of NULL_VECTOR because sourcemod is fucking stupid
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@ -27,6 +27,9 @@
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#define SHAVIT_VERSION "3.2.1a"
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#define STYLE_LIMIT 256
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// god i fucking hate sourcemod. NULL_VECTOR isn't const so it's not guaranteed to be 0,0,0
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#define ZERO_VECTOR view_as<float>({0,0,0})
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#define SHAVIT_LOG_QUERIES 0
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#include <shavit/bhopstats-timerified>
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@ -42,7 +42,7 @@ stock float ground_delta_opt(int client, float angles[3], float move[3], float s
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float fore[3], side[3], wishvel[3];
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float wishspeed;
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GetAngleVectors(angles, fore, side, NULL_VECTOR);
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GetAngleVectors(angles, fore, side, ZERO_VECTOR);
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fore[2] = 0.0;
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side[2] = 0.0;
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@ -150,7 +150,7 @@ stock Action ObliviousOnPlayerRunCmd(int client, int& buttons, int& impulse, flo
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float _fore[3], _side[3], _wishvel[3], _wishdir[3];
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float _wishspeed, _wishspd, _currentspeed;
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GetAngleVectors(angles, _fore, _side, NULL_VECTOR);
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GetAngleVectors(angles, _fore, _side, ZERO_VECTOR);
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_fore[2] = 0.0; _side[2] = 0.0;
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NormalizeVector(_fore, _fore); NormalizeVector(_side, _side);
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@ -178,7 +178,7 @@ stock Action ObliviousOnPlayerRunCmd(int client, int& buttons, int& impulse, flo
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float tmp[3];
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tmp[0] = 0.0; tmp[2] = 0.0;
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tmp[1] = normalize_yaw(angles[1] + delta_opt);
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GetAngleVectors(tmp, fore, side, NULL_VECTOR);
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GetAngleVectors(tmp, fore, side, ZERO_VECTOR);
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fore[2] = 0.0; side[2] = 0.0;
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NormalizeVector(fore, fore); NormalizeVector(side, side);
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@ -226,13 +226,13 @@ stock float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurf
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flTemp[1] = flBestYawLeft;
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flTemp[2] = 0.0;
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GetAngleVectors(flTemp, vecBestLeft3D, NULL_VECTOR, NULL_VECTOR);
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GetAngleVectors(flTemp, vecBestLeft3D, ZERO_VECTOR, ZERO_VECTOR);
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flTemp[0] = 0.0;
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flTemp[1] = flBestYawRight;
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flTemp[2] = 0.0;
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GetAngleVectors(flTemp, vecBestRight3D, NULL_VECTOR, NULL_VECTOR);
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GetAngleVectors(flTemp, vecBestRight3D, ZERO_VECTOR, ZERO_VECTOR);
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float vecBestRight[2], vecBestLeft[2];
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@ -286,13 +286,13 @@ stock void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], flo
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tempAngle[1] = flBestYawRight;
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tempAngle[2] = 0.0;
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GetAngleVectors(tempAngle, vecBestDirRight, NULL_VECTOR, NULL_VECTOR);
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GetAngleVectors(tempAngle, vecBestDirRight, ZERO_VECTOR, ZERO_VECTOR);
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tempAngle[0] = 0.0;
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tempAngle[1] = flBestYawLeft;
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tempAngle[2] = 0.0;
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GetAngleVectors(tempAngle, vecBestDirLeft, NULL_VECTOR, NULL_VECTOR);
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GetAngleVectors(tempAngle, vecBestDirLeft, ZERO_VECTOR, ZERO_VECTOR);
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// Our wanted direction.
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float vecBestDir[2];
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@ -333,7 +333,7 @@ stock void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], flo
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tempAngle[2] = 0.0;
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// Convert our yaw wanted direction to vectors.
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GetAngleVectors(tempAngle, vecForwardWantedDir3D, vecRightWantedDir3D, NULL_VECTOR);
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GetAngleVectors(tempAngle, vecForwardWantedDir3D, vecRightWantedDir3D, ZERO_VECTOR);
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vecForwardWantedDir[0] = vecForwardWantedDir3D[0];
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vecForwardWantedDir[1] = vecForwardWantedDir3D[1];
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@ -1192,7 +1192,7 @@ public void Shavit_OnStop(int client, int track)
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void DumbSetVelocity(int client, float fSpeed[3])
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{
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// Someone please let me know if any of these are unnecessary.
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SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", NULL_VECTOR);
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SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", ZERO_VECTOR);
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SetEntPropVector(client, Prop_Data, "m_vecVelocity", fSpeed);
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SetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fSpeed); // m_vecBaseVelocity+m_vecVelocity
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}
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@ -1374,14 +1374,14 @@ void ClearViewPunch(int victim)
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{
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if(gEV_Type == Engine_CSGO)
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{
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SetEntPropVector(victim, Prop_Send, "m_viewPunchAngle", NULL_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_aimPunchAngle", NULL_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_aimPunchAngleVel", NULL_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_viewPunchAngle", ZERO_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_aimPunchAngle", ZERO_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_aimPunchAngleVel", ZERO_VECTOR);
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}
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else
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{
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SetEntPropVector(victim, Prop_Send, "m_vecPunchAngle", NULL_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_vecPunchAngleVel", NULL_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_vecPunchAngle", ZERO_VECTOR);
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SetEntPropVector(victim, Prop_Send, "m_vecPunchAngleVel", ZERO_VECTOR);
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}
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}
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}
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@ -1325,10 +1325,10 @@ public void Shavit_OnChatConfigLoaded()
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void ClearZone(int index)
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{
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gV_MapZones[index][0] = NULL_VECTOR;
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gV_MapZones[index][1] = NULL_VECTOR;
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gV_Destinations[index] = NULL_VECTOR;
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gV_ZoneCenter[index] = NULL_VECTOR;
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gV_MapZones[index][0] = ZERO_VECTOR;
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gV_MapZones[index][1] = ZERO_VECTOR;
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gV_Destinations[index] = ZERO_VECTOR;
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gV_ZoneCenter[index] = ZERO_VECTOR;
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gA_ZoneCache[index].bZoneInitialized = false;
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gA_ZoneCache[index].bPrebuilt = false;
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@ -1588,8 +1588,8 @@ public void OnClientConnected(int client)
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for (int i = 0; i < TRACKS_SIZE; i++)
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{
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gF_ClimbButtonCache[client][i][0] = NULL_VECTOR;
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gF_ClimbButtonCache[client][i][1] = NULL_VECTOR;
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gF_ClimbButtonCache[client][i][0] = ZERO_VECTOR;
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gF_ClimbButtonCache[client][i][1] = ZERO_VECTOR;
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}
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bool empty_HasSetStart[TRACKS_SIZE];
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@ -1739,7 +1739,7 @@ void SetStart(int client, int track, bool anglesonly)
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if (anglesonly)
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{
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gF_StartPos[client][track] = NULL_VECTOR;
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gF_StartPos[client][track] = ZERO_VECTOR;
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}
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else
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{
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@ -1786,8 +1786,8 @@ public Action Command_DeleteSetStart(int client, int args)
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void DeleteSetStart(int client, int track)
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{
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gB_HasSetStart[client][track] = false;
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gF_StartPos[client][track] = view_as<float>({0.0, 0.0, 0.0});
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gF_StartAng[client][track] = view_as<float>({0.0, 0.0, 0.0});
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gF_StartPos[client][track] = ZERO_VECTOR;
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gF_StartAng[client][track] = ZERO_VECTOR;
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char query[512];
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@ -2025,14 +2025,13 @@ void ClearCustomSpawn(int track)
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{
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if(track != -1)
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{
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gF_CustomSpawn[track] = NULL_VECTOR;
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gF_CustomSpawn[track] = ZERO_VECTOR;
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return;
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}
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for(int i = 0; i < TRACKS_SIZE; i++)
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{
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gF_CustomSpawn[i] = NULL_VECTOR;
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gF_CustomSpawn[i] = ZERO_VECTOR;
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}
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}
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@ -2180,7 +2179,7 @@ public Action Command_Beamer(int client, int args)
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#if 1
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// this sometimes helps with the beam getting stuck in walls
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float fwd[3];
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GetAngleVectors(direction, fwd, NULL_VECTOR, NULL_VECTOR);
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GetAngleVectors(direction, fwd, ZERO_VECTOR, ZERO_VECTOR);
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ScaleVector(fwd, -1.5);
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AddVectors(fwd, startpos, startpos);
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#endif
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@ -3068,10 +3067,10 @@ void Reset(int client)
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gB_WaitingForChatInput[client] = false;
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gI_ZoneID[client] = -1;
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gV_Point1[client] = NULL_VECTOR;
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gV_Point2[client] = NULL_VECTOR;
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gV_Teleport[client] = NULL_VECTOR;
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gV_WallSnap[client] = NULL_VECTOR;
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gV_Point1[client] = ZERO_VECTOR;
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gV_Point2[client] = ZERO_VECTOR;
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gV_Teleport[client] = ZERO_VECTOR;
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gV_WallSnap[client] = ZERO_VECTOR;
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}
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void ShowPanel(int client, int step)
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@ -4014,7 +4013,7 @@ public Action Timer_Draw(Handle Timer, any data)
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if(gI_ZoneType[client] == Zone_Teleport && !EmptyVector(gV_Teleport[client]))
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{
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TE_SetupEnergySplash(gV_Teleport[client], NULL_VECTOR, false);
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TE_SetupEnergySplash(gV_Teleport[client], ZERO_VECTOR, false);
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TE_SendToAll(0.0);
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}
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}
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