#include #include #include #pragma semicolon 1 #pragma newdecls required #define PLUGIN_VERSION "1.0" public Plugin myinfo = { name = "Fix func_physbox_multiplayer collision", author = "xen", description = "Sets the collision to weapons only whenever a func_physbox_multiplayer gets parented", version = PLUGIN_VERSION, url = "" } Handle g_hSetParent; // Entity collision groups enum { COLLISION_GROUP_NONE = 0, // 0 COLLISION_GROUP_DEBRIS, // 1 - Collides with nothing but world and static stuff COLLISION_GROUP_DEBRIS_TRIGGER, // 2 - Same as debris, but hits triggers COLLISION_GROUP_INTERACTIVE_DEBRIS, // 3 - Collides with everything except other interactive debris or debris COLLISION_GROUP_INTERACTIVE, // 4 - Collides with everything except interactive debris or debris COLLISION_GROUP_PLAYER, // 5 COLLISION_GROUP_BREAKABLE_GLASS, // 6 COLLISION_GROUP_VEHICLE, // 7 COLLISION_GROUP_PLAYER_MOVEMENT, // 8 - For HL2, same as Collision_Group_Player, for // TF2, this filters out other players and CBaseObjects COLLISION_GROUP_NPC, // 9 - Generic NPC group COLLISION_GROUP_IN_VEHICLE, // 10 - for any entity inside a vehicle COLLISION_GROUP_WEAPON, // 11 - for any weapons that need collision detection COLLISION_GROUP_VEHICLE_CLIP, // 12 - vehicle clip brush to restrict vehicle movement COLLISION_GROUP_PROJECTILE, // 13 - Projectiles! COLLISION_GROUP_DOOR_BLOCKER, // 14 - Blocks entities not permitted to get near moving doors COLLISION_GROUP_PASSABLE_DOOR, // 15 - Doors that the player shouldn't collide with COLLISION_GROUP_DISSOLVING, // 16 - Things that are dissolving are in this group COLLISION_GROUP_PUSHAWAY, // 17 - Nonsolid on client and server, pushaway in player code COLLISION_GROUP_NPC_ACTOR, // 18 - Used so NPCs in scripts ignore the player. COLLISION_GROUP_NPC_SCRIPTED, // 19 - USed for NPCs in scripts that should not collide with each other LAST_SHARED_COLLISION_GROUP }; // Physbox spawnflags enum { SF_PHYSBOX_ASLEEP = 0x01000, SF_PHYSBOX_IGNOREUSE = 0x02000, SF_PHYSBOX_DEBRIS = 0x04000, SF_PHYSBOX_MOTIONDISABLED = 0x08000, SF_PHYSBOX_USEPREFERRED = 0x10000, SF_PHYSBOX_ENABLE_ON_PHYSCANNON = 0x20000, SF_PHYSBOX_NO_ROTORWASH_PUSH = 0x40000, // The rotorwash doesn't push these SF_PHYSBOX_ENABLE_PICKUP_OUTPUT = 0x80000, SF_PHYSBOX_ALWAYS_PICK_UP = 0x100000, // Physcannon can always pick this up, no matter what mass or constraints may apply. SF_PHYSBOX_NEVER_PICK_UP = 0x200000, // Physcannon will never be able to pick this up. SF_PHYSBOX_NEVER_PUNT = 0x400000, // Physcannon will never be able to punt this object. SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE = 0x800000 // If set, the player will not cause the object to enable its motion when bumped into }; public void OnPluginStart() { Handle hGameConf = LoadGameConfigFile("FixPhysboxMultiplayer.games"); if(!hGameConf) { SetFailState("Can't find FixPhysBoxMultiplayers.games.txt gamedata."); return; } int offset = GameConfGetOffset(hGameConf, "CBaseEntity::SetParent"); if (offset == -1) SetFailState("Failed to find CBaseEntity::SetParent offset"); // DHooks g_hSetParent = DHookCreate(offset, HookType_Entity, ReturnType_Void, ThisPointer_CBaseEntity, Hook_SetParent); DHookAddParam(g_hSetParent, HookParamType_CBaseEntity); DHookAddParam(g_hSetParent, HookParamType_Int); CloseHandle(hGameConf); } public void OnEntityCreated(int iEntity, const char[] sClassname) { if(StrEqual(sClassname, "func_physbox_multiplayer", false)) DHookEntity(g_hSetParent, true, iEntity); } public MRESReturn Hook_SetParent(int iEntity) { SetDebrisCollisionGroup(iEntity); return MRES_Ignored; } public void SetDebrisCollisionGroup(int iEntity) { // Set collisiongroup to WEAPON to replicate CS:S behavior when parented char parent[64]; if(GetEntPropString(iEntity, Prop_Data, "m_iParent", parent, sizeof(parent))) SetEntProp(iEntity, Prop_Data, "m_CollisionGroup", COLLISION_GROUP_WEAPON); }