FixPlayerGravity: Initial commit
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FixPlayerGravity/scripting/fixplayergravity.sp
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FixPlayerGravity/scripting/fixplayergravity.sp
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#pragma semicolon 1
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#pragma newdecls required
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#include <sourcemod>
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public Plugin myinfo =
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{
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name = "Fix Player Gravity",
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author = "xen",
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description = "Enable prediction for gravity and fix ladders resetting it",
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version = "1.0",
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url = ""
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};
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ConVar g_CVar_sv_gravity;
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float g_flClientGravity[MAXPLAYERS + 1];
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float g_flClientActualGravity[MAXPLAYERS + 1];
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bool g_bLadder[MAXPLAYERS + 1];
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public void OnPluginStart()
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{
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g_CVar_sv_gravity = FindConVar("sv_gravity");
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HookEvent("round_prestart", OnRoundRestart);
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}
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public void OnPluginEnd()
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{
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ResetGravityAll();
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}
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// If a player is on a ladder with modified gravity and the round restarts,
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// their gravity would be restored to what it was last round since they'd be no longer on a ladder
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public void OnRoundRestart(Handle event, const char[] name, bool dontBroadcast)
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{
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ResetGravityAll();
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}
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public void OnGameFrame()
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{
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float flSVGravity = GetConVarFloat(g_CVar_sv_gravity);
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for (int client = 1; client < MaxClients; client++)
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{
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if (!IsClientInGame(client) || !IsPlayerAlive(client))
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{
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g_flClientGravity[client] = 1.0;
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g_bLadder[client] = false;
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continue;
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}
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if (GetEntityMoveType(client) == MOVETYPE_LADDER)
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{
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// They're on a ladder, ignore current gravity modifier
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if (!g_bLadder[client])
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g_bLadder[client] = true;
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}
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else
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{
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if (g_bLadder[client])
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{
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// Now that they're off, restore it
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g_bLadder[client] = false;
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SetEntityGravity(client, g_flClientGravity[client]);
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}
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g_flClientGravity[client] = GetEntityGravity(client);
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}
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float flClientActualGravity = g_flClientGravity[client] * flSVGravity;
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// Some maps change sv_gravity while clients already have modified gravity
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// So we store the actual calculated gravity to catch such cases
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if (flClientActualGravity != g_flClientActualGravity[client])
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{
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char szGravity[8];
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FloatToString(flClientActualGravity, szGravity, sizeof(szGravity));
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g_CVar_sv_gravity.ReplicateToClient(client, szGravity);
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g_flClientActualGravity[client] = flClientActualGravity;
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}
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}
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}
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public void ResetGravityAll()
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{
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char szGravity[8];
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g_CVar_sv_gravity.GetString(szGravity, sizeof(szGravity));
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for (int client = 1; client < MaxClients; client++)
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{
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g_flClientGravity[client] = 1.0;
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g_bLadder[client] = false;
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if (IsClientInGame(client))
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g_CVar_sv_gravity.ReplicateToClient(client, szGravity);
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}
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}
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