replace many instances of NULL_VECTOR because sourcemod is fucking stupid

This commit is contained in:
rtldg 2022-05-26 09:19:39 +00:00
parent d8a9dd7d7b
commit 4bfa75a32c
5 changed files with 34 additions and 32 deletions

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@ -27,6 +27,9 @@
#define SHAVIT_VERSION "3.2.1a" #define SHAVIT_VERSION "3.2.1a"
#define STYLE_LIMIT 256 #define STYLE_LIMIT 256
// god i fucking hate sourcemod. NULL_VECTOR isn't const so it's not guaranteed to be 0,0,0
#define ZERO_VECTOR view_as<float>({0,0,0})
#define SHAVIT_LOG_QUERIES 0 #define SHAVIT_LOG_QUERIES 0
#include <shavit/bhopstats-timerified> #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
float fore[3], side[3], wishvel[3]; float fore[3], side[3], wishvel[3];
float wishspeed; float wishspeed;
GetAngleVectors(angles, fore, side, NULL_VECTOR); GetAngleVectors(angles, fore, side, ZERO_VECTOR);
fore[2] = 0.0; fore[2] = 0.0;
side[2] = 0.0; side[2] = 0.0;
@ -150,7 +150,7 @@ stock Action ObliviousOnPlayerRunCmd(int client, int& buttons, int& impulse, flo
float _fore[3], _side[3], _wishvel[3], _wishdir[3]; float _fore[3], _side[3], _wishvel[3], _wishdir[3];
float _wishspeed, _wishspd, _currentspeed; float _wishspeed, _wishspd, _currentspeed;
GetAngleVectors(angles, _fore, _side, NULL_VECTOR); GetAngleVectors(angles, _fore, _side, ZERO_VECTOR);
_fore[2] = 0.0; _side[2] = 0.0; _fore[2] = 0.0; _side[2] = 0.0;
NormalizeVector(_fore, _fore); NormalizeVector(_side, _side); NormalizeVector(_fore, _fore); NormalizeVector(_side, _side);
@ -178,7 +178,7 @@ stock Action ObliviousOnPlayerRunCmd(int client, int& buttons, int& impulse, flo
float tmp[3]; float tmp[3];
tmp[0] = 0.0; tmp[2] = 0.0; tmp[0] = 0.0; tmp[2] = 0.0;
tmp[1] = normalize_yaw(angles[1] + delta_opt); tmp[1] = normalize_yaw(angles[1] + delta_opt);
GetAngleVectors(tmp, fore, side, NULL_VECTOR); GetAngleVectors(tmp, fore, side, ZERO_VECTOR);
fore[2] = 0.0; side[2] = 0.0; fore[2] = 0.0; side[2] = 0.0;
NormalizeVector(fore, fore); NormalizeVector(side, side); NormalizeVector(fore, fore); NormalizeVector(side, side);

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@ -226,13 +226,13 @@ stock float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurf
flTemp[1] = flBestYawLeft; flTemp[1] = flBestYawLeft;
flTemp[2] = 0.0; flTemp[2] = 0.0;
GetAngleVectors(flTemp, vecBestLeft3D, NULL_VECTOR, NULL_VECTOR); GetAngleVectors(flTemp, vecBestLeft3D, ZERO_VECTOR, ZERO_VECTOR);
flTemp[0] = 0.0; flTemp[0] = 0.0;
flTemp[1] = flBestYawRight; flTemp[1] = flBestYawRight;
flTemp[2] = 0.0; flTemp[2] = 0.0;
GetAngleVectors(flTemp, vecBestRight3D, NULL_VECTOR, NULL_VECTOR); GetAngleVectors(flTemp, vecBestRight3D, ZERO_VECTOR, ZERO_VECTOR);
float vecBestRight[2], vecBestLeft[2]; float vecBestRight[2], vecBestLeft[2];
@ -286,13 +286,13 @@ stock void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], flo
tempAngle[1] = flBestYawRight; tempAngle[1] = flBestYawRight;
tempAngle[2] = 0.0; tempAngle[2] = 0.0;
GetAngleVectors(tempAngle, vecBestDirRight, NULL_VECTOR, NULL_VECTOR); GetAngleVectors(tempAngle, vecBestDirRight, ZERO_VECTOR, ZERO_VECTOR);
tempAngle[0] = 0.0; tempAngle[0] = 0.0;
tempAngle[1] = flBestYawLeft; tempAngle[1] = flBestYawLeft;
tempAngle[2] = 0.0; tempAngle[2] = 0.0;
GetAngleVectors(tempAngle, vecBestDirLeft, NULL_VECTOR, NULL_VECTOR); GetAngleVectors(tempAngle, vecBestDirLeft, ZERO_VECTOR, ZERO_VECTOR);
// Our wanted direction. // Our wanted direction.
float vecBestDir[2]; float vecBestDir[2];
@ -333,7 +333,7 @@ stock void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], flo
tempAngle[2] = 0.0; tempAngle[2] = 0.0;
// Convert our yaw wanted direction to vectors. // Convert our yaw wanted direction to vectors.
GetAngleVectors(tempAngle, vecForwardWantedDir3D, vecRightWantedDir3D, NULL_VECTOR); GetAngleVectors(tempAngle, vecForwardWantedDir3D, vecRightWantedDir3D, ZERO_VECTOR);
vecForwardWantedDir[0] = vecForwardWantedDir3D[0]; vecForwardWantedDir[0] = vecForwardWantedDir3D[0];
vecForwardWantedDir[1] = vecForwardWantedDir3D[1]; vecForwardWantedDir[1] = vecForwardWantedDir3D[1];

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@ -1192,7 +1192,7 @@ public void Shavit_OnStop(int client, int track)
void DumbSetVelocity(int client, float fSpeed[3]) void DumbSetVelocity(int client, float fSpeed[3])
{ {
// Someone please let me know if any of these are unnecessary. // Someone please let me know if any of these are unnecessary.
SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", NULL_VECTOR); SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", ZERO_VECTOR);
SetEntPropVector(client, Prop_Data, "m_vecVelocity", fSpeed); SetEntPropVector(client, Prop_Data, "m_vecVelocity", fSpeed);
SetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fSpeed); // m_vecBaseVelocity+m_vecVelocity SetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", fSpeed); // m_vecBaseVelocity+m_vecVelocity
} }
@ -1374,14 +1374,14 @@ void ClearViewPunch(int victim)
{ {
if(gEV_Type == Engine_CSGO) if(gEV_Type == Engine_CSGO)
{ {
SetEntPropVector(victim, Prop_Send, "m_viewPunchAngle", NULL_VECTOR); SetEntPropVector(victim, Prop_Send, "m_viewPunchAngle", ZERO_VECTOR);
SetEntPropVector(victim, Prop_Send, "m_aimPunchAngle", NULL_VECTOR); SetEntPropVector(victim, Prop_Send, "m_aimPunchAngle", ZERO_VECTOR);
SetEntPropVector(victim, Prop_Send, "m_aimPunchAngleVel", NULL_VECTOR); SetEntPropVector(victim, Prop_Send, "m_aimPunchAngleVel", ZERO_VECTOR);
} }
else else
{ {
SetEntPropVector(victim, Prop_Send, "m_vecPunchAngle", NULL_VECTOR); SetEntPropVector(victim, Prop_Send, "m_vecPunchAngle", ZERO_VECTOR);
SetEntPropVector(victim, Prop_Send, "m_vecPunchAngleVel", NULL_VECTOR); SetEntPropVector(victim, Prop_Send, "m_vecPunchAngleVel", ZERO_VECTOR);
} }
} }
} }

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@ -1325,10 +1325,10 @@ public void Shavit_OnChatConfigLoaded()
void ClearZone(int index) void ClearZone(int index)
{ {
gV_MapZones[index][0] = NULL_VECTOR; gV_MapZones[index][0] = ZERO_VECTOR;
gV_MapZones[index][1] = NULL_VECTOR; gV_MapZones[index][1] = ZERO_VECTOR;
gV_Destinations[index] = NULL_VECTOR; gV_Destinations[index] = ZERO_VECTOR;
gV_ZoneCenter[index] = NULL_VECTOR; gV_ZoneCenter[index] = ZERO_VECTOR;
gA_ZoneCache[index].bZoneInitialized = false; gA_ZoneCache[index].bZoneInitialized = false;
gA_ZoneCache[index].bPrebuilt = false; gA_ZoneCache[index].bPrebuilt = false;
@ -1588,8 +1588,8 @@ public void OnClientConnected(int client)
for (int i = 0; i < TRACKS_SIZE; i++) for (int i = 0; i < TRACKS_SIZE; i++)
{ {
gF_ClimbButtonCache[client][i][0] = NULL_VECTOR; gF_ClimbButtonCache[client][i][0] = ZERO_VECTOR;
gF_ClimbButtonCache[client][i][1] = NULL_VECTOR; gF_ClimbButtonCache[client][i][1] = ZERO_VECTOR;
} }
bool empty_HasSetStart[TRACKS_SIZE]; bool empty_HasSetStart[TRACKS_SIZE];
@ -1739,7 +1739,7 @@ void SetStart(int client, int track, bool anglesonly)
if (anglesonly) if (anglesonly)
{ {
gF_StartPos[client][track] = NULL_VECTOR; gF_StartPos[client][track] = ZERO_VECTOR;
} }
else else
{ {
@ -1786,8 +1786,8 @@ public Action Command_DeleteSetStart(int client, int args)
void DeleteSetStart(int client, int track) void DeleteSetStart(int client, int track)
{ {
gB_HasSetStart[client][track] = false; gB_HasSetStart[client][track] = false;
gF_StartPos[client][track] = view_as<float>({0.0, 0.0, 0.0}); gF_StartPos[client][track] = ZERO_VECTOR;
gF_StartAng[client][track] = view_as<float>({0.0, 0.0, 0.0}); gF_StartAng[client][track] = ZERO_VECTOR;
char query[512]; char query[512];
@ -2025,14 +2025,13 @@ void ClearCustomSpawn(int track)
{ {
if(track != -1) if(track != -1)
{ {
gF_CustomSpawn[track] = NULL_VECTOR; gF_CustomSpawn[track] = ZERO_VECTOR;
return; return;
} }
for(int i = 0; i < TRACKS_SIZE; i++) for(int i = 0; i < TRACKS_SIZE; i++)
{ {
gF_CustomSpawn[i] = NULL_VECTOR; gF_CustomSpawn[i] = ZERO_VECTOR;
} }
} }
@ -2180,7 +2179,7 @@ public Action Command_Beamer(int client, int args)
#if 1 #if 1
// this sometimes helps with the beam getting stuck in walls // this sometimes helps with the beam getting stuck in walls
float fwd[3]; float fwd[3];
GetAngleVectors(direction, fwd, NULL_VECTOR, NULL_VECTOR); GetAngleVectors(direction, fwd, ZERO_VECTOR, ZERO_VECTOR);
ScaleVector(fwd, -1.5); ScaleVector(fwd, -1.5);
AddVectors(fwd, startpos, startpos); AddVectors(fwd, startpos, startpos);
#endif #endif
@ -3068,10 +3067,10 @@ void Reset(int client)
gB_WaitingForChatInput[client] = false; gB_WaitingForChatInput[client] = false;
gI_ZoneID[client] = -1; gI_ZoneID[client] = -1;
gV_Point1[client] = NULL_VECTOR; gV_Point1[client] = ZERO_VECTOR;
gV_Point2[client] = NULL_VECTOR; gV_Point2[client] = ZERO_VECTOR;
gV_Teleport[client] = NULL_VECTOR; gV_Teleport[client] = ZERO_VECTOR;
gV_WallSnap[client] = NULL_VECTOR; gV_WallSnap[client] = ZERO_VECTOR;
} }
void ShowPanel(int client, int step) void ShowPanel(int client, int step)
@ -4014,7 +4013,7 @@ public Action Timer_Draw(Handle Timer, any data)
if(gI_ZoneType[client] == Zone_Teleport && !EmptyVector(gV_Teleport[client])) if(gI_ZoneType[client] == Zone_Teleport && !EmptyVector(gV_Teleport[client]))
{ {
TE_SetupEnergySplash(gV_Teleport[client], NULL_VECTOR, false); TE_SetupEnergySplash(gV_Teleport[client], ZERO_VECTOR, false);
TE_SendToAll(0.0); TE_SendToAll(0.0);
} }
} }