#include #include #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); }