sm-plugins/FixPlayerGravity/scripting/fixplayergravity.sp

113 lines
2.6 KiB
SourcePawn

#pragma semicolon 1
#pragma newdecls required
#include <sourcemod>
public Plugin myinfo =
{
name = "Fix Player Gravity",
author = "xen",
description = "Enable prediction for gravity and fix ladders resetting it",
version = "1.0",
url = ""
};
ConVar g_CVar_sv_gravity;
float g_flClientGravity[MAXPLAYERS + 1];
float g_flClientActualGravity[MAXPLAYERS + 1];
bool g_bLadder[MAXPLAYERS + 1];
public void OnPluginStart()
{
g_CVar_sv_gravity = FindConVar("sv_gravity");
HookEvent("round_start", OnRoundStart);
}
public void OnPluginEnd()
{
ResetGravityAll();
}
// If a player is on a ladder with modified gravity and the round restarts,
// their gravity would be restored to what it was last round since they'd be no longer on a ladder
public void OnRoundStart(Handle event, const char[] name, bool dontBroadcast)
{
ResetGravityAll();
}
public void OnGameFrame()
{
float flSVGravity = GetConVarFloat(g_CVar_sv_gravity);
for (int client = 1; client < MaxClients; client++)
{
if (!IsClientInGame(client) || !IsPlayerAlive(client) || IsFakeClient(client))
{
g_flClientGravity[client] = 1.0;
g_bLadder[client] = false;
continue;
}
if (GetEntityMoveType(client) == MOVETYPE_LADDER)
{
// They're on a ladder, ignore current gravity modifier
if (!g_bLadder[client])
g_bLadder[client] = true;
continue;
}
// Now that they're off, restore it
if (g_bLadder[client])
{
RequestFrame(RestoreGravity, client);
continue;
}
float flClientGravity = GetEntityGravity(client);
// Gamemovement treats 0.0 gravity as 1.0
if (flClientGravity != 0.0)
g_flClientGravity[client] = flClientGravity;
else
flClientGravity = 1.0;
// Some maps change sv_gravity while clients already have modified gravity
// So we store the actual calculated gravity to catch such cases
float flClientActualGravity = flClientGravity * flSVGravity;
if (flClientActualGravity != g_flClientActualGravity[client])
{
char szGravity[8];
FloatToString(flClientActualGravity, szGravity, sizeof(szGravity));
g_CVar_sv_gravity.ReplicateToClient(client, szGravity);
g_flClientActualGravity[client] = flClientActualGravity;
}
}
}
public void RestoreGravity(int client)
{
g_bLadder[client] = false;
SetEntityGravity(client, g_flClientGravity[client]);
}
public void ResetGravityAll()
{
char szGravity[8];
g_CVar_sv_gravity.GetString(szGravity, sizeof(szGravity));
for (int client = 1; client < MaxClients; client++)
{
g_flClientGravity[client] = 1.0;
g_bLadder[client] = false;
if (IsClientInGame(client) && !IsFakeClient(client))
g_CVar_sv_gravity.ReplicateToClient(client, szGravity);
}
}