#include #include #include #pragma semicolon 1 #pragma newdecls required #define PLUGIN_VERSION "1.1.2" public Plugin myinfo = { name = "RNGFix", author = "rio", description = "Fixes physics bugs in movement game modes", version = PLUGIN_VERSION, url = "https://github.com/jason-e/rngfix" } // Engine constants, NOT settings (do not change) #define LAND_HEIGHT 2.0 // Maximum height above ground at which you can "land" #define NON_JUMP_VELOCITY 140.0 // Maximum Z velocity you are allowed to have and still land #define MIN_STANDABLE_ZNRM 0.7 // Minimum surface normal Z component of a walkable surface #define AIR_SPEED_CAP 30.0 // Constant used to limit air acceleration #define DUCK_MIN_DUCKSPEED 1.5 // Minimum duckspeed to start ducking #define DEFAULT_JUMP_IMPULSE 301.99337741 // sqrt(2 * 57.0 units * 800.0 u/s^2) float g_vecMins[3]; float g_vecMaxsUnducked[3]; float g_vecMaxsDucked[3]; float g_flDuckDelta; int g_iTick[MAXPLAYERS+1]; float g_flFrameTime[MAXPLAYERS+1]; bool g_bTouchingTrigger[MAXPLAYERS+1][2048]; int g_iButtons[MAXPLAYERS+1]; float g_vVel[MAXPLAYERS+1][3]; float g_vAngles[MAXPLAYERS+1][3]; int g_iOldButtons[MAXPLAYERS+1]; int g_iLastTickPredicted[MAXPLAYERS+1]; float g_vPreCollisionVelocity[MAXPLAYERS+1][3]; float g_vLastBaseVelocity[MAXPLAYERS+1][3]; int g_iLastGroundEnt[MAXPLAYERS+1]; int g_iLastLandTick[MAXPLAYERS+1]; int g_iLastCollisionTick[MAXPLAYERS+1]; int g_iLastMapTeleportTick[MAXPLAYERS+1]; bool g_bMapTeleportedSequentialTicks[MAXPLAYERS+1]; float g_vCollisionPoint[MAXPLAYERS+1][3]; float g_vCollisionNormal[MAXPLAYERS+1][3]; enum { UPHILL_LOSS = -1, // Force a jump, AND negatively affect speed as if a collision occurred (fix RNG not in player's favor) UPHILL_DEFAULT = 0, // Do nothing (retain RNG) UPHILL_NEUTRAL = 1 // Force a jump (respecting NON_JUMP_VELOCITY) (fix RNG in player's favor) } // Plugin settings ConVar g_cvDownhill; ConVar g_cvUphill; ConVar g_cvEdge; ConVar g_cvTriggerjump; ConVar g_cvTelehop; ConVar g_cvStairs; ConVar g_cvUseOldSlopefixLogic; ConVar g_cvDebug; // Core physics ConVars ConVar g_cvMaxVelocity; ConVar g_cvGravity; ConVar g_cvAirAccelerate; // In CSS and CSGO but apparently not used in CSS ConVar g_cvTimeBetweenDucks; // CSGO-only ConVar g_cvJumpImpulse; ConVar g_cvAutoBunnyHopping; Handle g_hPassesTriggerFilters; Handle g_hProcessMovementHookPre; Address g_IServerGameEnts; Handle g_hMarkEntitiesAsTouching; bool g_bIsSurfMap; bool g_bLateLoad; int g_iLaserIndex; int g_color1[] = {0, 100, 255, 255}; int g_color2[] = {0, 255, 0, 255}; void DebugMsg(int client, const char[] fmt, any ...) { if (!g_cvDebug.BoolValue) return; char output[1024]; VFormat(output, sizeof(output), fmt, 3); PrintToConsole(client, "[%i] %s", g_iTick[client], output); } void DebugLaser(int client, const float p1[3], const float p2[3], float life, float width, const int color[4]) { if (g_cvDebug.IntValue < 2) return; TE_SetupBeamPoints(p2, p1, g_iLaserIndex, 0, 0, 0, life, width, width, 10, 0.0, color, 0); TE_SendToClient(client); } public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max) { g_bLateLoad = late; return APLRes_Success; } public void OnPluginStart() { EngineVersion engine = GetEngineVersion(); if (engine != Engine_CSGO && engine != Engine_CSS) { SetFailState("Game is not supported"); } g_vecMins = view_as({-16.0, -16.0, 0.0}); g_vecMaxsUnducked = view_as({16.0, 16.0, 0.0}); g_vecMaxsDucked = view_as({16.0, 16.0, 0.0}); switch (engine) { case Engine_CSGO: { g_vecMaxsUnducked[2] = 72.0; g_vecMaxsDucked[2] = 64.0; } case Engine_CSS: { g_vecMaxsUnducked[2] = 62.0; g_vecMaxsDucked[2] = 45.0; } } g_flDuckDelta = (g_vecMaxsUnducked[2]-g_vecMaxsDucked[2]) / 2; g_cvDownhill = CreateConVar("rngfix_downhill", "1", "Enable downhill incline fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0); g_cvUphill = CreateConVar("rngfix_uphill", "1", "Enable uphill incline fix. Set to -1 to normalize effects not in the player's favor (not recommended).", FCVAR_NOTIFY, true, -1.0, true, 1.0); g_cvEdge = CreateConVar("rngfix_edge", "1", "Enable edgebug fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0); g_cvTriggerjump = CreateConVar("rngfix_triggerjump", "1", "Enable trigger jump fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0); g_cvTelehop = CreateConVar("rngfix_telehop", "1", "Enable telehop fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0); g_cvStairs = CreateConVar("rngfix_stairs", "1", "Enable stair slide fix (surf only). You must have Movement Unlocker for sliding to work on CSGO.", FCVAR_NOTIFY, true, 0.0, true, 1.0); g_cvUseOldSlopefixLogic = CreateConVar("rngfix_useoldslopefixlogic", "0", "Old Slopefix had some logic errors that could cause double boosts. Enable this on a per-map basis to retain old behavior. (NOT RECOMMENDED)", FCVAR_NOTIFY, true, 0.0, true, 1.0); g_cvDebug = CreateConVar("rngfix_debug", "0", "1 = Enable debug messages. 2 = Enable debug messages and lasers.", _, true, 0.0, true, 2.0); AutoExecConfig(); g_cvMaxVelocity = FindConVar("sv_maxvelocity"); g_cvGravity = FindConVar("sv_gravity"); g_cvAirAccelerate = FindConVar("sv_airaccelerate"); if (g_cvMaxVelocity == null || g_cvGravity == null || g_cvAirAccelerate == null) { SetFailState("Could not find all ConVars"); } // Not required g_cvTimeBetweenDucks = FindConVar("sv_timebetweenducks"); g_cvJumpImpulse = FindConVar("sv_jump_impulse"); g_cvAutoBunnyHopping = FindConVar("sv_autobunnyhopping"); Handle gamedataConf = LoadGameConfigFile("rngfix.games"); if (gamedataConf == null) SetFailState("Failed to load rngfix gamedata"); // PassesTriggerFilters StartPrepSDKCall(SDKCall_Entity); if (!PrepSDKCall_SetFromConf(gamedataConf, SDKConf_Virtual, "CBaseTrigger::PassesTriggerFilters")) { SetFailState("Failed to get CBaseTrigger::PassesTriggerFilters offset"); } PrepSDKCall_SetReturnInfo(SDKType_Bool, SDKPass_Plain); PrepSDKCall_AddParameter(SDKType_CBaseEntity, SDKPass_Pointer); g_hPassesTriggerFilters = EndPrepSDKCall(); if (g_hPassesTriggerFilters == null) SetFailState("Unable to prepare SDKCall for CBaseTrigger::PassesTriggerFilters"); // CreateInterface // Thanks SlidyBat and ici StartPrepSDKCall(SDKCall_Static); if (!PrepSDKCall_SetFromConf(gamedataConf, SDKConf_Signature, "CreateInterface")) { SetFailState("Failed to get CreateInterface"); } PrepSDKCall_AddParameter(SDKType_String, SDKPass_Pointer); PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Pointer, VDECODE_FLAG_ALLOWNULL); PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain); Handle CreateInterface = EndPrepSDKCall(); if (CreateInterface == null) SetFailState("Unable to prepare SDKCall for CreateInterface"); char interfaceName[64]; // ProcessMovement if (!GameConfGetKeyValue(gamedataConf, "IGameMovement", interfaceName, sizeof(interfaceName))) { SetFailState("Failed to get IGameMovement interface name"); } Address IGameMovement = SDKCall(CreateInterface, interfaceName, 0); if (!IGameMovement) { SetFailState("Failed to get IGameMovement pointer"); } int offset = GameConfGetOffset(gamedataConf, "ProcessMovement"); if (offset == -1) SetFailState("Failed to get ProcessMovement offset"); g_hProcessMovementHookPre = DHookCreate(offset, HookType_Raw, ReturnType_Void, ThisPointer_Ignore, DHook_ProcessMovementPre); DHookAddParam(g_hProcessMovementHookPre, HookParamType_CBaseEntity); DHookAddParam(g_hProcessMovementHookPre, HookParamType_ObjectPtr); DHookRaw(g_hProcessMovementHookPre, false, IGameMovement); // MarkEntitiesAsTouching if (!GameConfGetKeyValue(gamedataConf, "IServerGameEnts", interfaceName, sizeof(interfaceName))) { SetFailState("Failed to get IServerGameEnts interface name"); } g_IServerGameEnts = SDKCall(CreateInterface, interfaceName, 0); if (!g_IServerGameEnts) { SetFailState("Failed to get IServerGameEnts pointer"); } StartPrepSDKCall(SDKCall_Raw); if (!PrepSDKCall_SetFromConf(gamedataConf, SDKConf_Virtual, "IServerGameEnts::MarkEntitiesAsTouching")) { SetFailState("Failed to get IServerGameEnts::MarkEntitiesAsTouching offset"); } PrepSDKCall_AddParameter(SDKType_Edict, SDKPass_Pointer); PrepSDKCall_AddParameter(SDKType_Edict, SDKPass_Pointer); g_hMarkEntitiesAsTouching = EndPrepSDKCall(); if (g_hMarkEntitiesAsTouching == null) SetFailState("Unable to prepare SDKCall for IServerGameEnts::MarkEntitiesAsTouching"); delete CreateInterface; delete gamedataConf; if (g_bLateLoad) { for (int client = 1; client <= MaxClients; client++) { if (IsClientInGame(client)) OnClientPutInServer(client); } char classname[64]; for (int entity = MaxClients+1; entity < sizeof(g_bTouchingTrigger[]); entity++) { if (!IsValidEntity(entity)) continue; GetEntPropString(entity, Prop_Data, "m_iClassname", classname, sizeof(classname)); HookTrigger(entity, classname); } } } public void OnMapStart() { g_iLaserIndex = PrecacheModel("materials/sprites/laserbeam.vmt", true); char map[PLATFORM_MAX_PATH]; GetCurrentMap(map, sizeof(map)); g_bIsSurfMap = StrContains(map, "surf_", false) == 0; } public void OnEntityCreated(int entity, const char[] classname) { if (entity >= sizeof(g_bTouchingTrigger[])) return; HookTrigger(entity, classname); } void HookTrigger(int entity, const char[] classname) { if (StrContains(classname, "trigger_") != -1) { SDKHook(entity, SDKHook_StartTouchPost, Hook_TriggerStartTouch); SDKHook(entity, SDKHook_EndTouchPost, Hook_TriggerEndTouch); } if (StrContains(classname, "trigger_teleport") != -1) { SDKHook(entity, SDKHook_TouchPost, Hook_TriggerTeleportTouchPost); } } public void OnClientConnected(int client) { g_iTick[client] = 0; for (int i = 0; i < sizeof(g_bTouchingTrigger[]); i++) g_bTouchingTrigger[client][i] = false; } public void OnClientPutInServer(int client) { SDKHook(client, SDKHook_GroundEntChangedPost, Hook_PlayerGroundEntChanged); SDKHook(client, SDKHook_PostThink, Hook_PlayerPostThink); } public Action Hook_TriggerStartTouch(int entity, int other) { if (1 <= other <= MaxClients) { g_bTouchingTrigger[other][entity] = true; DebugMsg(other, "StartTouch %i", entity); } return Plugin_Continue; } // TODO Would be nice to have IServerTools::FindEntityByName / CGlobalEntityList::FindEntityByName bool NameExists(const char[] targetname) { // Assume special types exist if (targetname[0] == '!') return true; char targetname2[128]; int max = GetMaxEntities(); for (int entity = 1; entity < max; entity++) { if (!IsValidEntity(entity)) continue; if (GetEntPropString(entity, Prop_Data, "m_iName", targetname2, sizeof(targetname2)) == 0) continue; if (StrEqual(targetname, targetname2)) return true; } return false; } public void Hook_TriggerTeleportTouchPost(int entity, int other) { if (!(1 <= other <= MaxClients)) return; if (!SDKCall(g_hPassesTriggerFilters, entity, other)) return; char targetstring[128]; if (GetEntPropString(entity, Prop_Data, "m_target", targetstring, sizeof(targetstring)) == 0) return; if (!NameExists(targetstring)) return; if (g_iLastMapTeleportTick[other] == g_iTick[other]-1) { g_bMapTeleportedSequentialTicks[other] = true; } g_iLastMapTeleportTick[other] = g_iTick[other]; DebugMsg(other, "Triggered teleport %i", entity); } public Action Hook_TriggerEndTouch(int entity, int other) { if (1 <= other <= MaxClients) { g_bTouchingTrigger[other][entity] = false; DebugMsg(other, "EndTouch %i", entity); } return Plugin_Continue; } public bool PlayerFilter(int entity, int mask) { return !(1 <= entity <= MaxClients); } float GetJumpImpulse() { if (g_cvJumpImpulse != null) { return g_cvJumpImpulse.FloatValue; } else { return DEFAULT_JUMP_IMPULSE; } } bool IsDuckCoolingDown(int client) { // TODO Is this stuff in MoveData? // Ducking is prevented if the last switch to a ducked state from an unducked state is sooner than sv_timebetweenducks ago. // Note: This cooldown is based on client's curtime (GetGameTime() in this context) and thus is unaffected by m_flLaggedMovementValue. if (g_cvTimeBetweenDucks != null && HasEntProp(client, Prop_Data, "m_flLastDuckTime")) { if (GetGameTime() - GetEntPropFloat(client, Prop_Data, "m_flLastDuckTime") < g_cvTimeBetweenDucks.FloatValue) return true; } // m_flDuckSpeed is decreased by 2.0 to a minimum of 0.0 every time the duck key is pressed OR released. // It recovers at a rate of 3.0 * m_flLaggedMovementValue per second and caps at 8.0. // Switching to a ducked state from an unducked state is prevented if it is less than 1.5. if (HasEntProp(client, Prop_Data, "m_flDuckSpeed")) { if (GetEntPropFloat(client, Prop_Data, "m_flDuckSpeed") < DUCK_MIN_DUCKSPEED) return true; } return false; } void Duck(int client, float origin[3], float mins[3], float maxs[3]) { bool ducking = GetEntityFlags(client) & FL_DUCKING != 0; bool nextDucking = ducking; if (g_iButtons[client] & IN_DUCK != 0 && !ducking) { if (!IsDuckCoolingDown(client)) { origin[2] += g_flDuckDelta; nextDucking = true; } } else if (g_iButtons[client] & IN_DUCK == 0 && ducking) { origin[2] -= g_flDuckDelta; TR_TraceHullFilter(origin, origin, g_vecMins, g_vecMaxsUnducked, MASK_PLAYERSOLID, PlayerFilter); // Cannot unduck in air, not enough room if (TR_DidHit()) origin[2] += g_flDuckDelta; else nextDucking = false; } mins = g_vecMins; maxs = nextDucking ? g_vecMaxsDucked : g_vecMaxsUnducked; } bool CanJump(int client) { if (g_iButtons[client] & IN_JUMP == 0) return false; if (g_iOldButtons[client] & IN_JUMP != 0 && !(g_cvAutoBunnyHopping != null && g_cvAutoBunnyHopping.BoolValue)) return false; return true; } void CheckJumpButton(int client, float velocity[3]) { // Skip dead and water checks since we already did them. // We need to check for ground somewhere so stick it here. if (GetEntityFlags(client) & FL_ONGROUND == 0) return; if (!CanJump(client)) return; // TODO Incorporate surfacedata jump factor // This conditional is why jumping while crouched jumps higher! Bad! if (GetEntProp(client, Prop_Data, "m_bDucking") != 0 || GetEntityFlags(client) & FL_DUCKING != 0) { velocity[2] = GetJumpImpulse(); } else { velocity[2] += GetJumpImpulse(); } // Jumping does an extra half tick of gravity! Bad! FinishGravity(client, velocity); } void AirAccelerate(int client, float velocity[3], Handle hParams) { // This also includes the initial parts of AirMove() float fore[3], side[3]; float wishvel[3], wishdir[3]; GetAngleVectors(g_vAngles[client], fore, side, NULL_VECTOR); fore[2] = 0.0; side[2] = 0.0; NormalizeVector(fore, fore); NormalizeVector(side, side); for (int i = 0; i < 2; i++) wishvel[i] = fore[i] * g_vVel[client][0] + side[i] * g_vVel[client][1]; float wishspeed = NormalizeVector(wishvel, wishdir); float m_flMaxSpeed = DHookGetParamObjectPtrVar(hParams, 2, 56, ObjectValueType_Float); if (wishspeed > m_flMaxSpeed && m_flMaxSpeed != 0.0) wishspeed = m_flMaxSpeed; if (wishspeed) { float wishspd = wishspeed; if (wishspd > AIR_SPEED_CAP) wishspd = AIR_SPEED_CAP; float currentspeed = GetVectorDotProduct(velocity, wishdir); float addspeed = wishspd - currentspeed; if (addspeed > 0) { float accelspeed = g_cvAirAccelerate.FloatValue * wishspeed * g_flFrameTime[client]; if (accelspeed > addspeed) accelspeed = addspeed; for (int i = 0; i < 2; i++) velocity[i] += accelspeed * wishdir[i]; } } } void CheckVelocity(float velocity[3]) { for (int i = 0; i < 3; i++) { if (velocity[i] > g_cvMaxVelocity.FloatValue) velocity[i] = g_cvMaxVelocity.FloatValue; else if (velocity[i] < -g_cvMaxVelocity.FloatValue) velocity[i] = -g_cvMaxVelocity.FloatValue; } } void StartGravity(int client, float velocity[3]) { float localGravity = GetEntPropFloat(client, Prop_Data, "m_flGravity"); if (localGravity == 0.0) localGravity = 1.0; velocity[2] -= localGravity * g_cvGravity.FloatValue * 0.5 * g_flFrameTime[client]; float baseVelocity[3]; GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity); velocity[2] += baseVelocity[2] * g_flFrameTime[client]; // baseVelocity[2] would get cleared here but we shouldn't do that since this is just a prediction. CheckVelocity(velocity); } void FinishGravity(int client, float velocity[3]) { float localGravity = GetEntPropFloat(client, Prop_Data, "m_flGravity"); if (localGravity == 0.0) localGravity = 1.0; velocity[2] -= localGravity * g_cvGravity.FloatValue * 0.5 * g_flFrameTime[client]; CheckVelocity(velocity); } bool CheckWater(int client) { // The cached water level is updated multiple times per tick, including after movement happens, // so we can just check the cached value here. return GetEntProp(client, Prop_Data, "m_nWaterLevel") > 1; } void PreventCollision(int client, Handle hParams, const float origin[3], const float collisionPoint[3], const float velocity_tick[3]) { DebugLaser(client, origin, collisionPoint, 15.0, 0.5, g_color1); // Rewind part of a tick so at the end of this tick we will end up close to the ground without colliding with it. // This effectively simulates a mid-tick jump (we lose part of a tick but its a miniscule trade-off). // This is also only an approximation of a partial tick rewind but it's good enough. float newOrigin[3]; SubtractVectors(collisionPoint, velocity_tick, newOrigin); // Add a little space between us and the ground so we don't accidentally hit it anyway, maybe due to floating point error or something. // I don't know if this is necessary but I would rather be safe. newOrigin[2] += 0.1; // Since the MoveData for this tick has already been filled and is about to be used, we need // to modify it directly instead of changing the player entity's actual position (such as with TeleportEntity). DHookSetParamObjectPtrVarVector(hParams, 2, GetEngineVersion() == Engine_CSGO ? 172 : 152, ObjectValueType_Vector, newOrigin); DebugLaser(client, origin, newOrigin, 15.0, 0.5, g_color2); float adjustment[3]; SubtractVectors(newOrigin, origin, adjustment); DebugMsg(client, "Moved: %.2f %.2f %.2f", adjustment[0], adjustment[1], adjustment[2]); // No longer colliding this tick, clear our prediction flag g_iLastCollisionTick[client] = 0; } void ClipVelocity(const float velocity[3], const float nrm[3], float out[3]) { float backoff = GetVectorDotProduct(velocity, nrm); for (int i = 0; i < 3; i++) { out[i] = velocity[i] - nrm[i]*backoff; } // The adjust step only matters with overbounce which doesnt apply to walkable surfaces. } void SetVelocity(int client, float velocity[3], bool dontUseTeleportEntity = false) { // Pull out basevelocity from desired true velocity // Use the pre-tick basevelocity because that is what influenced this tick's movement and the desired new velocity. SubtractVectors(velocity, g_vLastBaseVelocity[client], velocity); if (dontUseTeleportEntity && GetEntPropEnt(client, Prop_Data, "m_hMoveParent") == -1) { SetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", velocity); SetEntPropVector(client, Prop_Data, "m_vecVelocity", velocity); } else { float baseVelocity[3]; GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity); TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, velocity); // TeleportEntity with non-null velocity wipes out basevelocity, so restore it after. // Since we didn't change position, nothing should change regarding influences on basevelocity. SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity); } } public MRESReturn DHook_ProcessMovementPre(Handle hParams) { int client = DHookGetParam(hParams, 1); g_iTick[client]++; g_flFrameTime[client] = GetTickInterval() * GetEntPropFloat(client, Prop_Data, "m_flLaggedMovementValue"); g_bMapTeleportedSequentialTicks[client] = false; // If we are actually not doing ANY of the fixes that rely on pre-tick collision prediction, skip all this. if (!g_cvUphill.BoolValue && !g_cvEdge.BoolValue && !g_cvStairs.BoolValue && !g_cvTelehop.BoolValue && !g_cvDownhill.BoolValue) { return MRES_Ignored; } RunPreTickChecks(client, hParams); return MRES_Ignored; } void RunPreTickChecks(int client, Handle hParams) { // Recreate enough of CGameMovement::ProcessMovement to predict if fixes are needed. // We only really care about a limited set of scenarios (less than waist-deep in water, MOVETYPE_WALK, air movement). if (!IsPlayerAlive(client)) return; if (GetEntityMoveType(client) != MOVETYPE_WALK) return; if (CheckWater(client)) return; g_iLastGroundEnt[client] = GetEntPropEnt(client, Prop_Data, "m_hGroundEntity"); // If we are definitely staying on the ground this tick, don't predict it. if (g_iLastGroundEnt[client] != -1 && !CanJump(client)) return; g_iLastTickPredicted[client] = g_iTick[client]; g_iButtons[client] = DHookGetParamObjectPtrVar(hParams, 2, 36, ObjectValueType_Int); g_iOldButtons[client] = DHookGetParamObjectPtrVar(hParams, 2, 40, ObjectValueType_Int); DHookGetParamObjectPtrVarVector(hParams, 2, 44, ObjectValueType_Vector, g_vVel[client]); DHookGetParamObjectPtrVarVector(hParams, 2, 12, ObjectValueType_Vector, g_vAngles[client]); float velocity[3]; DHookGetParamObjectPtrVarVector(hParams, 2, 64, ObjectValueType_Vector, velocity); float baseVelocity[3]; // basevelocity is not stored in MoveData GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity); float origin[3]; DHookGetParamObjectPtrVarVector(hParams, 2, GetEngineVersion() == Engine_CSGO ? 172 : 152, ObjectValueType_Vector, origin); float nextOrigin[3], mins[3], maxs[3]; nextOrigin = origin; // These roughly replicate the behavior of their equivalent CGameMovement functions. Duck(client, nextOrigin, mins, maxs); StartGravity(client, velocity); CheckJumpButton(client, velocity); CheckVelocity(velocity); AirAccelerate(client, velocity, hParams); // StartGravity dealt with Z basevelocity. baseVelocity[2] = 0.0; g_vLastBaseVelocity[client] = baseVelocity; AddVectors(velocity, baseVelocity, velocity); // Store this for later in case we need to undo the effects of a collision. g_vPreCollisionVelocity[client] = velocity; // This is basically where TryPlayerMove happens. // We don't really care about anything after TryPlayerMove either. float velocity_tick[3]; velocity_tick = velocity; ScaleVector(velocity_tick, g_flFrameTime[client]); AddVectors(nextOrigin, velocity_tick, nextOrigin); // Check if we will hit something this tick. TR_TraceHullFilter(origin, nextOrigin, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { float nrm[3]; TR_GetPlaneNormal(null, nrm); if (g_iLastCollisionTick[client] < g_iTick[client]-1) { DebugMsg(client, "Collision predicted! (normal: %.3f %.3f %.3f)", nrm[0], nrm[1], nrm[2]); } float collisionPoint[3]; TR_GetEndPosition(collisionPoint); // Store this result for post-tick fixes. g_iLastCollisionTick[client] = g_iTick[client]; g_vCollisionPoint[client] = collisionPoint; g_vCollisionNormal[client] = nrm; // If we are moving up too fast, we can't land anyway so these fixes aren't needed. if (velocity[2] > NON_JUMP_VELOCITY) return; // Landing also requires a walkable surface. // This will give false negatives if the surface initially collided // is too steep but the final one isn't (rare and unlikely to matter). if (nrm[2] < MIN_STANDABLE_ZNRM) return; // Check uphill incline fix first since it's more common and faster. if (g_cvUphill.IntValue == UPHILL_NEUTRAL) { // Make sure it's not flat, and that we are actually going uphill (X/Y dot product < 0.0) if (nrm[2] < 1.0 && nrm[0]*velocity[0] + nrm[1]*velocity[1] < 0.0) { bool shouldDoDownhillFixInstead = false; if (g_cvDownhill.BoolValue) { // We also want to make sure this isn't a case where it's actually more beneficial to do the downhill fix. float newVelocity[3]; ClipVelocity(velocity, nrm, newVelocity); if (newVelocity[0]*newVelocity[0] + newVelocity[1]*newVelocity[1] > velocity[0]*velocity[0] + velocity[1]*velocity[1]) { shouldDoDownhillFixInstead = true; } } if (!shouldDoDownhillFixInstead) { DebugMsg(client, "DO FIX: Uphill Incline"); PreventCollision(client, hParams, origin, collisionPoint, velocity_tick); // This naturally prevents any edge bugs so we can skip the edge fix. return; } } } if (g_cvEdge.BoolValue) { // Do a rough estimate of where we will be at the end of the tick after colliding. // This method assumes no more collisions will take place after the first. // There are some very extreme circumstances where this will give false positives (unlikely to come into play). float tickEnd[3]; float fraction_left = 1.0 - TR_GetFraction(); if (nrm[2] == 1.0) { // If the ground is level, all that changes is Z velocity becomes zero. tickEnd[0] = collisionPoint[0] + velocity_tick[0]*fraction_left; tickEnd[1] = collisionPoint[1] + velocity_tick[1]*fraction_left; tickEnd[2] = collisionPoint[2]; } else { float velocity2[3]; ClipVelocity(velocity, nrm, velocity2); if (velocity2[2] > NON_JUMP_VELOCITY) { // This would be an "edge bug" (slide without landing at the end of the tick) // 100% of the time due to the Z velocity restriction. return; } else { ScaleVector(velocity2, g_flFrameTime[client]*fraction_left); AddVectors(collisionPoint, velocity2, tickEnd); } } // Check if there's something close enough to land on below the player at the end of this tick. float tickEndBelow[3]; tickEndBelow[0] = tickEnd[0]; tickEndBelow[1] = tickEnd[1]; tickEndBelow[2] = tickEnd[2] - LAND_HEIGHT; TR_TraceHullFilter(tickEnd, tickEndBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { // There's something there, can we land on it? float nrm2[3]; TR_GetPlaneNormal(null, nrm2); // Yes, it's not too steep. if (nrm2[2] >= MIN_STANDABLE_ZNRM) return; // Yes, the quadrant check finds ground that isn't too steep. if (TracePlayerBBoxForGround(tickEnd, tickEndBelow, mins, maxs)) return; } DebugMsg(client, "DO FIX: Edge Bug"); DebugLaser(client, collisionPoint, tickEnd, 15.0, 0.5, g_color1); PreventCollision(client, hParams, origin, collisionPoint, velocity_tick); } } } public void Hook_PlayerGroundEntChanged(int client) { // We cannot get the new ground entity at this point, // but if the previous value was -1, it must be something else now, so we landed. if (GetEntPropEnt(client, Prop_Data, "m_hGroundEntity") == -1) { g_iLastLandTick[client] = g_iTick[client]; DebugMsg(client, "Landed"); } } bool DoTriggerjumpFix(int client, const float landingPoint[3], const float landingMins[3], const float landingMaxs[3]) { if (!g_cvTriggerjump.BoolValue) return false; // It's possible to land above a trigger but also in another trigger_teleport, have the teleport move you to // another location, and then the trigger jumping fix wouldn't fire the other trigger you technically landed above, // but I can't imagine a mapper would ever actually stack triggers like that. float origin[3]; GetEntPropVector(client, Prop_Data, "m_vecAbsOrigin", origin); float landingMaxsBelow[3]; landingMaxsBelow[0] = landingMaxs[0]; landingMaxsBelow[1] = landingMaxs[1]; landingMaxsBelow[2] = origin[2] - landingPoint[2]; ArrayList triggers = new ArrayList(); // Find triggers that are between us and the ground (using the bounding box quadrant we landed with if applicable). TR_EnumerateEntitiesHull(landingPoint, landingPoint, landingMins, landingMaxsBelow, true, AddTrigger, triggers); bool didSomething = false; for (int i = 0; i < triggers.Length; i++) { int trigger = triggers.Get(i); // MarkEntitiesAsTouching always fires the Touch function even if it was already fired this tick. // In case that could cause side-effects, manually keep track of triggers we are actually touching // and don't re-touch them. if (g_bTouchingTrigger[client][trigger]) continue; DebugMsg(client, "DO FIX: Trigger Jumping (entity %i)", trigger); SDKCall(g_hMarkEntitiesAsTouching, g_IServerGameEnts, client, trigger); didSomething = true; } delete triggers; return didSomething; } bool DoStairsFix(int client) { if (!g_cvStairs.BoolValue) return false; if (g_iLastTickPredicted[client] != g_iTick[client]) return false; // This fix has undesirable side-effects on bhop. It is also very unlikely to help on bhop. if (!g_bIsSurfMap) return false; // Let teleports take precedence (including teleports activated by the trigger jumping fix). if (g_iLastMapTeleportTick[client] == g_iTick[client]) return false; // If moving upward, the player would never be able to slide up with any current position. if (g_vPreCollisionVelocity[client][2] > 0.0) return false; // Stair step faces don't necessarily have to be completely vertical, but, if they are not, // sliding up them at high speed -- or even just walking up -- usually doesn't work. // Plus, it's really unlikely that there are actual stairs shaped like that. if (g_iLastCollisionTick[client] == g_iTick[client] && g_vCollisionNormal[client][2] == 0.0) { // Do this first and stop if we are moving slowly (less than 1 unit per tick). float velocity_dir[3]; velocity_dir = g_vPreCollisionVelocity[client]; velocity_dir[2] = 0.0; if (NormalizeVector(velocity_dir, velocity_dir) * g_flFrameTime[client] < 1.0) return false; float mins[3], maxs[3]; GetEntPropVector(client, Prop_Data, "m_vecMins", mins); GetEntPropVector(client, Prop_Data, "m_vecMaxs", maxs); // We seem to have collided with a "wall", now figure out if it's a stair step. // Look for ground below us float stepsize = GetEntPropFloat(client, Prop_Data, "m_flStepSize"); float end[3]; end = g_vCollisionPoint[client]; end[2] -= stepsize; TR_TraceHullFilter(g_vCollisionPoint[client], end, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { float nrm[3]; TR_GetPlaneNormal(null, nrm); // Ground below is not walkable, not stairs if (nrm[2] < MIN_STANDABLE_ZNRM) return false; float start[3]; TR_GetEndPosition(start); // Find triggers that we would trigger if we did touch the ground here. ArrayList triggers = new ArrayList(); TR_EnumerateEntitiesHull(start, start, mins, maxs, true, AddTrigger, triggers); for (int i = 0; i < triggers.Length; i++) { int trigger = triggers.Get(i); if (SDKCall(g_hPassesTriggerFilters, trigger, client)) { // We would have triggered something on the ground here, so we cant be sure the stairs fix is safe to do. // The most likely scenario here is this isn't stairs, but just a short ledge with a fail teleport in front. delete triggers; return false; } } delete triggers; // Now follow CGameMovement::StepMove behavior. // Trace up end = start; end[2] += stepsize; TR_TraceHullFilter(start, end, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) TR_GetEndPosition(end); // Trace over (only 1 unit, just to find a stair step) start = end; AddVectors(start, velocity_dir, end); TR_TraceHullFilter(start, end, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { // The plane we collided with is too tall to be a stair step (i.e. it's a wall, not stairs). // Or possibly: the ceiling is too low to get on top of it. return false; } else { // Trace downward start = end; end[2] -= stepsize; TR_TraceHullFilter(start, end, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (!TR_DidHit()) return false; // Shouldn't happen TR_GetPlaneNormal(null, nrm); // Ground atop "stair" is not walkable, not stairs if (nrm[2] < MIN_STANDABLE_ZNRM) return false; // It looks like we actually collided with a stair step. // Put the player just barely on top of the stair step we found and restore their speed TR_GetEndPosition(end); DebugMsg(client, "DO FIX: Stair Sliding"); TeleportEntity(client, end, NULL_VECTOR, NULL_VECTOR); SetVelocity(client, g_vPreCollisionVelocity[client]); return true; } } } return false; } bool DoInclineCollisionFixes(int client, const float nrm[3]) { if (!g_cvDownhill.BoolValue && g_cvUphill.IntValue != UPHILL_LOSS) return false; if (g_iLastTickPredicted[client] != g_iTick[client]) return false; // There's no point in checking for fix if we were moving up, unless we want to do an uphill collision if (g_vPreCollisionVelocity[client][2] > 0.0 && g_cvUphill.IntValue != UPHILL_LOSS) return false; // If a collision was predicted this tick (and wasn't prevented by another fix alrady), no fix is needed. // It's possible we actually have to run the edge bug fix and an incline fix in the same tick. // If using the old Slopefix logic, do the fix regardless of necessity just like Slopefix // so we can be sure to trigger a double boost if applicable. if (g_iLastCollisionTick[client] == g_iTick[client] && !g_cvUseOldSlopefixLogic.BoolValue) return false; // Make sure the ground is not level, otherwise a collision would do nothing important anyway. if (nrm[2] == 1.0) return false; // This velocity includes changes from player input this tick as well as // the half tick of gravity applied before collision would occur. float velocity[3]; velocity = g_vPreCollisionVelocity[client]; if (g_cvUseOldSlopefixLogic.BoolValue) { // The old slopefix did not consider basevelocity when calculating deflected velocity SubtractVectors(velocity, g_vLastBaseVelocity[client], velocity); } float dot = nrm[0]*velocity[0] + nrm[1]*velocity[1]; if (dot >= 0) { // If going downhill, only adjust velocity if the downhill incline fix is on. if (!g_cvDownhill.BoolValue) return false; } bool downhillFixIsBeneficial = false; float newVelocity[3]; ClipVelocity(velocity, nrm, newVelocity); if (newVelocity[0]*newVelocity[0] + newVelocity[1]*newVelocity[1] > velocity[0]*velocity[0] + velocity[1]*velocity[1]) { downhillFixIsBeneficial = true; } if (dot < 0) { // If going uphill, only adjust velocity if uphill incline fix is set to loss mode // OR if this is actually a case where the downhill incline fix is better. if (!((downhillFixIsBeneficial && g_cvDownhill.BoolValue) || g_cvUphill.IntValue == UPHILL_LOSS)) return false; } DebugMsg(client, "DO FIX: Incline Collision (%s) (z-normal: %.3f)", downhillFixIsBeneficial ? "Downhill" : "Uphill", nrm[2]); // Make sure Z velocity is zero since we are on the ground. newVelocity[2] = 0.0; // Since we are on the ground, we also don't need to FinishGravity(). if (g_cvUseOldSlopefixLogic.BoolValue) { // The old slopefix immediately moves basevelocity into local velocity to keep it from getting cleared. // This results in double boosts as the player is likely still being influenced by the source of the basevelocity. if (GetEntityFlags(client) & FL_BASEVELOCITY != 0) { float baseVelocity[3]; GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity); AddVectors(newVelocity, baseVelocity, newVelocity); } TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, newVelocity); } else { SetVelocity(client, newVelocity); } return true; } bool DoTelehopFix(int client) { if (!g_cvTelehop.BoolValue) return false; if (g_iLastTickPredicted[client] != g_iTick[client]) return false; if (g_iLastMapTeleportTick[client] != g_iTick[client]) return false; // If the player was teleported two ticks in a row, don't do this fix because the player likely just passed // through a speed-stopping teleport hub, and the map really did want to stop the player this way. if (g_bMapTeleportedSequentialTicks[client]) return false; // Check if we either collided this tick OR landed during this tick. // Note that we could have landed this tick, lost Z velocity, then gotten teleported, making us no longer on the ground. // This is why we need to remember if we landed mid-tick rather than just check ground state now. if (!(g_iLastCollisionTick[client] == g_iTick[client] || g_iLastLandTick[client] == g_iTick[client])) return false; // At this point, ideally we should check if the teleport would have triggered "after" the collision (within the tick duration), // and, if so, not restore speed, but properly doing that would involve completely duplicating TryPlayerMove but with // multiple intermediate trigger checks which is probably a bad idea... better to just give people the benefit of the doubt sometimes. // Restore the velocity we would have had if we didn't collide or land. float newVelocity[3]; newVelocity = g_vPreCollisionVelocity[client]; // Don't forget to add the second half-tick of gravity ourselves. FinishGravity(client, newVelocity); float origin[3]; GetEntPropVector(client, Prop_Data, "m_vecAbsOrigin", origin); float mins[3], maxs[3]; GetEntPropVector(client, Prop_Data, "m_vecMins", mins); GetEntPropVector(client, Prop_Data, "m_vecMaxs", maxs); TR_TraceHullFilter(origin, origin, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); // If we appear to be "stuck" after teleporting (likely because the teleport destination // was exactly on the ground), set velocity directly to avoid side-effects of // TeleportEntity that can cause the player to really get stuck in the ground. // This might only be an issue in CSS, but do it on CSGO too just to be safe. bool dontUseTeleportEntity = TR_DidHit(); DebugMsg(client, "DO FIX: Telehop%s", dontUseTeleportEntity ? " (no TeleportEntity)" : ""); SetVelocity(client, newVelocity, dontUseTeleportEntity); return true; } // PostThink works a little better than a ProcessMovement post hook because we need to wait for ProcessImpacts (trigger activation) public void Hook_PlayerPostThink(int client) { if (!IsPlayerAlive(client)) return; if (GetEntityMoveType(client) != MOVETYPE_WALK) return; if (CheckWater(client)) return; bool landed = GetEntPropEnt(client, Prop_Data, "m_hGroundEntity") != -1 && g_iLastGroundEnt[client] == -1; float origin[3], landingMins[3], landingMaxs[3], nrm[3], landingPoint[3]; // Get info about the ground we landed on (if we need to do landing fixes). if (landed && (g_cvTriggerjump.BoolValue || g_cvDownhill.BoolValue || g_cvUphill.IntValue == UPHILL_LOSS)) { GetEntPropVector(client, Prop_Data, "m_vecAbsOrigin", origin); GetEntPropVector(client, Prop_Data, "m_vecMins", landingMins); GetEntPropVector(client, Prop_Data, "m_vecMaxs", landingMaxs); float originBelow[3]; originBelow[0] = origin[0]; originBelow[1] = origin[1]; originBelow[2] = origin[2] - LAND_HEIGHT; TR_TraceHullFilter(origin, originBelow, landingMins, landingMaxs, MASK_PLAYERSOLID, PlayerFilter); if (!TR_DidHit()) { // This should never happen, since we know we are on the ground. landed = false; } else { TR_GetPlaneNormal(null, nrm); if (nrm[2] < MIN_STANDABLE_ZNRM) { // This is rare, and how the incline fix should behave isn't entirely clear because maybe we should // collide with multiple faces at once in this case, but let's just get the ground we officially // landed on and use that for our ground normal. // landingMins and landingMaxs will contain the final values used to find the ground after returning. if (TracePlayerBBoxForGround(origin, originBelow, landingMins, landingMaxs)) { TR_GetPlaneNormal(null, nrm); } else { // This should also never happen. landed = false; } DebugMsg(client, "Used bounding box quadrant to find ground (z-normal: %.3f)", nrm[2]); } TR_GetEndPosition(landingPoint); } } if (landed && TR_GetFraction() > 0.0) { DoTriggerjumpFix(client, landingPoint, landingMins, landingMaxs); // Check if a trigger we just touched put us in the air (probably due to a teleport). if (GetEntityFlags(client) & FL_ONGROUND == 0) landed = false; } // The stair sliding fix changes the outcome of this tick more significantly, so it doesn't really make sense to do incline fixes too. if (DoStairsFix(client)) return; if (landed) { DoInclineCollisionFixes(client, nrm); } DoTelehopFix(client); } public bool AddTrigger(int entity, ArrayList triggers) { TR_ClipCurrentRayToEntity(MASK_ALL, entity); if (TR_DidHit()) triggers.Push(entity); return true; } bool TracePlayerBBoxForGround(const float origin[3], const float originBelow[3], float mins[3], float maxs[3]) { // See CGameMovement::TracePlayerBBoxForGround() float origMins[3], origMaxs[3]; origMins = mins; origMaxs = maxs; float nrm[3]; mins = origMins; // -x -y maxs[0] = origMaxs[0] > 0.0 ? 0.0 : origMaxs[0]; maxs[1] = origMaxs[1] > 0.0 ? 0.0 : origMaxs[1]; maxs[2] = origMaxs[2]; TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { TR_GetPlaneNormal(null, nrm); if (nrm[2] >= MIN_STANDABLE_ZNRM) return true; } // +x +y mins[0] = origMins[0] < 0.0 ? 0.0 : origMins[0]; mins[1] = origMins[1] < 0.0 ? 0.0 : origMins[1]; mins[2] = origMins[2]; maxs = origMaxs; TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { TR_GetPlaneNormal(null, nrm); if (nrm[2] >= MIN_STANDABLE_ZNRM) return true; } // -x +y mins[0] = origMins[0]; mins[1] = origMins[1] < 0.0 ? 0.0 : origMins[1]; mins[2] = origMins[2]; maxs[0] = origMaxs[0] > 0.0 ? 0.0 : origMaxs[0]; maxs[1] = origMaxs[1]; maxs[2] = origMaxs[2]; TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { TR_GetPlaneNormal(null, nrm); if (nrm[2] >= MIN_STANDABLE_ZNRM) return true; } // +x -y mins[0] = origMins[0] < 0.0 ? 0.0 : origMins[0]; mins[1] = origMins[1]; mins[2] = origMins[2]; maxs[0] = origMaxs[0]; maxs[1] = origMaxs[1] > 0.0 ? 0.0 : origMaxs[1]; maxs[2] = origMaxs[2]; TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter); if (TR_DidHit()) { TR_GetPlaneNormal(null, nrm); if (nrm[2] >= MIN_STANDABLE_ZNRM) return true; } return false; }