sm-plugins/SlopeFix/scripting/SlopeFix.sp

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2017-02-26 01:15:29 +01:00
#include <sourcemod>
#include <sdktools>
#define VERSION "1.2.1"
public Plugin myinfo =
{
name = "Slope Landing Fix",
author = "Mev & Blacky",
description = "Makes it so landing on a slope will gaurantee a boost.",
version = VERSION,
url = "http://steamcommunity.com/id/blaackyy/ & http://steamcommunity.com/id/mevv/"
}
float g_vCurrent[MAXPLAYERS + 1][3];
float g_vLast[MAXPLAYERS + 1][3];
bool g_bOnGround[MAXPLAYERS + 1];
bool g_bLastOnGround[MAXPLAYERS + 1];
ConVar g_hSlopeFixEnable;
bool g_bSlopeFixEnable;
public void OnPluginStart()
{
CreateConVar("slopefix_version", VERSION, "Slope fix version", FCVAR_NOTIFY|FCVAR_REPLICATED);
g_hSlopeFixEnable = CreateConVar("slopefix_enable", "1", "Enables slope fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
HookConVarChange(g_hSlopeFixEnable, OnEnableSlopeFixChanged);
}
public void OnConfigsExecuted()
{
g_bSlopeFixEnable = GetConVarBool(g_hSlopeFixEnable);
}
public OnEnableSlopeFixChanged(Handle:convar, const String:oldValue[], const String:newValue[])
{
g_bSlopeFixEnable = bool:StringToInt(newValue);
}
public bool TraceRayDontHitSelf(int entity, int mask, any data)
{
return entity != data && !(0 < entity <= MaxClients);
}
public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3], int &weapon)
{
if(g_bSlopeFixEnable == true)
{
g_bLastOnGround[client] = g_bOnGround[client];
if (GetEntityFlags(client) & FL_ONGROUND)
g_bOnGround[client] = true;
else
g_bOnGround[client] = false;
g_vLast[client][0] = g_vCurrent[client][0];
g_vLast[client][1] = g_vCurrent[client][1];
g_vLast[client][2] = g_vCurrent[client][2];
g_vCurrent[client][0] = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[0]");
g_vCurrent[client][1] = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[1]");
g_vCurrent[client][2] = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[2]");
// Check if player landed on the ground
if (g_bOnGround[client] == true && g_bLastOnGround[client] == false)
{
// Set up and do tracehull to find out if the player landed on a slope
float vPos[3];
GetEntPropVector(client, Prop_Data, "m_vecOrigin", vPos);
float vMins[3];
GetEntPropVector(client, Prop_Send, "m_vecMins", vMins);
float vMaxs[3];
GetEntPropVector(client, Prop_Send, "m_vecMaxs", vMaxs);
float vEndPos[3];
vEndPos[0] = vPos[0];
vEndPos[1] = vPos[1];
vEndPos[2] = vPos[2] - FindConVar("sv_maxvelocity").FloatValue;
TR_TraceHullFilter(vPos, vEndPos, vMins, vMaxs, MASK_PLAYERSOLID_BRUSHONLY, TraceRayDontHitSelf, client);
if(TR_DidHit())
{
// Gets the normal vector of the surface under the player
float vPlane[3], vLast[3];
TR_GetPlaneNormal(INVALID_HANDLE, vPlane);
// Make sure it's not flat ground and not a surf ramp (1.0 = flat ground, < 0.7 = surf ramp)
if(0.7 <= vPlane[2] < 1.0)
{
/*
Copy the ClipVelocity function from sdk2013
(https://mxr.alliedmods.net/hl2sdk-sdk2013/source/game/shared/gamemovement.cpp#3145)
With some minor changes to make it actually work
*/
vLast[0] = g_vLast[client][0];
vLast[1] = g_vLast[client][1];
vLast[2] = g_vLast[client][2];
vLast[2] -= (FindConVar("sv_gravity").FloatValue * GetTickInterval() * 0.5);
float fBackOff = GetVectorDotProduct(vLast, vPlane);
float change, vVel[3];
for(int i; i < 2; i++)
{
change = vPlane[i] * fBackOff;
vVel[i] = vLast[i] - change;
}
float fAdjust = GetVectorDotProduct(vVel, vPlane);
if(fAdjust < 0.0)
{
for(int i; i < 2; i++)
{
vVel[i] -= (vPlane[i] * fAdjust);
}
}
vVel[2] = 0.0;
vLast[2] = 0.0;
// Make sure the player is going down a ramp by checking if they actually will gain speed from the boost
if(GetVectorLength(vVel) > GetVectorLength(vLast))
SetClientVelocity(client, vVel);
}
}
}
}
}
stock void SetClientVelocity(int client, float vVelocity[3])
{
static bool GotOffset = false;
static int Offset = -1;
if(!GotOffset)
{
Offset = FindDataMapInfo(client, "m_vecAbsVelocity");
GotOffset = true;
}
// Apply velocity on client.
if(Offset != -1) // Fixes trigger OnStartTouch/OnEndTouch bug
SetEntDataVector(client, Offset, vVelocity);
else // Fallback to old one
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vVelocity);
}