forked from UNLOZE/sm-plugins
added functionality to check the map on a bunch of map specific plugins. this way we dont have to load/unload plugins that usually causes slow map changes or even causes crashes. momsurffix was compiled with sourcemod 1.11
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@@ -208,7 +208,7 @@ const float DEFAULT_PER_FRAME_MAX_VEL_DELTA = 0.0003333; // 2.0 / (120.0 * 50.0)
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const float DEFAULT_PER_FRAME_MAX_ACC_DELTA = 0.0000125; // 0.075 / (120.0 * 50.0);
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#define PI 3.14159
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public bool SphereCollideWithWorld(const float[3] orig, const float radius, float degree, float[3] buffer, int entity)
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public bool SphereCollideWithWorld(const float orig[3], const float radius, float degree, float buffer[3], int entity)
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{
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float inc = PI / degree;
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@@ -371,22 +371,22 @@ methodmap Eye < Basic
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}
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}
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public void GetVel(float[3] vel)
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public void GetVel(float vel[3])
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{
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this.GetVector("vVel", vel);
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}
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public void SetVel(const float[3] vel)
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public void SetVel(const float vel[3])
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{
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this.SetVector("vVel", vel);
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}
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public void GetAcc(float[3] acc)
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public void GetAcc(float acc[3])
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{
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this.GetVector("vAcc", acc);
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}
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public void SetAcc(const float[3] acc)
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public void SetAcc(const float acc[3])
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{
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this.SetVector("vAcc", acc);
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}
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@@ -565,4 +565,4 @@ methodmap Eye < Basic
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}
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}
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}
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}
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@@ -12,14 +12,14 @@
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#define SPEED_FORWARD 1.0
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#define SPEED_TURNING 0.5
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stock float FloatMod(float num, float denom)
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stock float FloatMod1(float num, float denom)
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{
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return num - denom * RoundToFloor(num / denom);
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}
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stock float operator%(float oper1, float oper2)
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{
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return FloatMod(oper1, oper2);
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return FloatMod1(oper1, oper2);
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}
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public bool IsValidPlayer(int player)
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@@ -27,7 +27,7 @@ public bool IsValidPlayer(int player)
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return player >= 1 && player <= 64 && IsValidEntity(player) && IsPlayerAlive(player);
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}
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public float GetDistance(const float[3] v1, const float[3] v2)
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public float GetDistance(const float v1[3], const float v2[3])
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{
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return SquareRoot((v1[0] - v2[0]) * (v1[0] - v2[0]) + (v1[1] - v2[1]) * (v1[1] - v2[1]) + (v1[2] - v2[2]) * (v1[2] - v2[2]));
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}
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@@ -130,9 +130,8 @@ methodmap MovingNpc < Basic
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}
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}
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public float GetTargetYaw(const float[3] start, const float[3] target)
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public float GetTargetYaw(const float start[3], const float target[3])
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{
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float yaw = 0.00;
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float v[3];
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SubtractVectors(start, target, v);
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