1055 lines
34 KiB
SourcePawn
1055 lines
34 KiB
SourcePawn
#include <sdktools>
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#include <sdkhooks>
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#include <dhooks>
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#pragma semicolon 1
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#pragma newdecls required
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#define PLUGIN_VERSION "1.1.2"
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public Plugin myinfo =
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{
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name = "RNGFix",
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author = "rio",
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description = "Fixes physics bugs in movement game modes",
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version = PLUGIN_VERSION,
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url = "https://github.com/jason-e/rngfix"
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}
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// Engine constants, NOT settings (do not change)
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#define LAND_HEIGHT 2.0 // Maximum height above ground at which you can "land"
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#define NON_JUMP_VELOCITY 140.0 // Maximum Z velocity you are allowed to have and still land
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#define MIN_STANDABLE_ZNRM 0.7 // Minimum surface normal Z component of a walkable surface
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#define AIR_SPEED_CAP 30.0 // Constant used to limit air acceleration
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#define DUCK_MIN_DUCKSPEED 1.5 // Minimum duckspeed to start ducking
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#define DEFAULT_JUMP_IMPULSE 301.99337741 // sqrt(2 * 57.0 units * 800.0 u/s^2)
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float g_vecMins[3];
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float g_vecMaxsUnducked[3];
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float g_vecMaxsDucked[3];
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float g_flDuckDelta;
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int g_iTick[MAXPLAYERS+1];
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float g_flFrameTime[MAXPLAYERS+1];
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int g_iButtons[MAXPLAYERS+1];
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float g_vVel[MAXPLAYERS+1][3];
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float g_vAngles[MAXPLAYERS+1][3];
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int g_iOldButtons[MAXPLAYERS+1];
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int g_iLastTickPredicted[MAXPLAYERS+1];
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float g_vPreCollisionVelocity[MAXPLAYERS+1][3];
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float g_vLastBaseVelocity[MAXPLAYERS+1][3];
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int g_iLastGroundEnt[MAXPLAYERS+1];
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int g_iLastLandTick[MAXPLAYERS+1];
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int g_iLastCollisionTick[MAXPLAYERS+1];
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int g_iLastMapTeleportTick[MAXPLAYERS+1];
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bool g_bMapTeleportedSequentialTicks[MAXPLAYERS+1];
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float g_vCollisionPoint[MAXPLAYERS+1][3];
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float g_vCollisionNormal[MAXPLAYERS+1][3];
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enum
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{
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UPHILL_LOSS = -1, // Force a jump, AND negatively affect speed as if a collision occurred (fix RNG not in player's favor)
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UPHILL_DEFAULT = 0, // Do nothing (retain RNG)
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UPHILL_NEUTRAL = 1 // Force a jump (respecting NON_JUMP_VELOCITY) (fix RNG in player's favor)
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}
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// Plugin settings
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ConVar g_cvDownhill;
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ConVar g_cvUphill;
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ConVar g_cvEdge;
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ConVar g_cvTriggerjump;
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ConVar g_cvTelehop;
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ConVar g_cvStairs;
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ConVar g_cvUseOldSlopefixLogic;
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ConVar g_cvDebug;
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// Core physics ConVars
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ConVar g_cvMaxVelocity;
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ConVar g_cvGravity;
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ConVar g_cvAirAccelerate;
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// In CSS and CSGO but apparently not used in CSS
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ConVar g_cvTimeBetweenDucks;
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// CSGO-only
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ConVar g_cvJumpImpulse;
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ConVar g_cvAutoBunnyHopping;
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Handle g_hPassesTriggerFilters;
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Handle g_hProcessMovementHookPre;
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Address g_IServerGameEnts;
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Handle g_hMarkEntitiesAsTouching;
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bool g_bLateLoad;
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int g_iLaserIndex;
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int g_color1[] = {0, 100, 255, 255};
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int g_color2[] = {0, 255, 0, 255};
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void DebugMsg(int client, const char[] fmt, any ...)
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{
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if (!g_cvDebug.BoolValue) return;
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char output[1024];
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VFormat(output, sizeof(output), fmt, 3);
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PrintToConsole(client, "[%i] %s", g_iTick[client], output);
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}
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void DebugLaser(int client, const float p1[3], const float p2[3], float life, float width, const int color[4])
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{
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if (g_cvDebug.IntValue < 2) return;
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TE_SetupBeamPoints(p2, p1, g_iLaserIndex, 0, 0, 0, life, width, width, 10, 0.0, color, 0);
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TE_SendToClient(client);
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}
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public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max)
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{
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g_bLateLoad = late;
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return APLRes_Success;
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}
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public void OnPluginStart()
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{
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EngineVersion engine = GetEngineVersion();
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if (engine != Engine_CSGO && engine != Engine_CSS)
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{
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SetFailState("Game is not supported");
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}
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g_vecMins = view_as<float>({-16.0, -16.0, 0.0});
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g_vecMaxsUnducked = view_as<float>({16.0, 16.0, 0.0});
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g_vecMaxsDucked = view_as<float>({16.0, 16.0, 0.0});
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switch (engine)
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{
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case Engine_CSGO:
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{
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g_vecMaxsUnducked[2] = 72.0;
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g_vecMaxsDucked[2] = 64.0;
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}
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case Engine_CSS:
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{
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g_vecMaxsUnducked[2] = 62.0;
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g_vecMaxsDucked[2] = 45.0;
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}
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}
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g_flDuckDelta = (g_vecMaxsUnducked[2]-g_vecMaxsDucked[2]) / 2;
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g_cvDownhill = CreateConVar("rngfix_downhill", "1", "Enable downhill incline fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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g_cvUphill = CreateConVar("rngfix_uphill", "1", "Enable uphill incline fix. Set to -1 to normalize effects not in the player's favor (not recommended).", FCVAR_NOTIFY, true, -1.0, true, 1.0);
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g_cvEdge = CreateConVar("rngfix_edge", "1", "Enable edgebug fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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g_cvTriggerjump = CreateConVar("rngfix_triggerjump", "1", "Enable trigger jump fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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g_cvTelehop = CreateConVar("rngfix_telehop", "1", "Enable telehop fix.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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g_cvStairs = CreateConVar("rngfix_stairs", "1", "Enable stair slide fix (surf only). You must have Movement Unlocker for sliding to work on CSGO.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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g_cvUseOldSlopefixLogic = CreateConVar("rngfix_useoldslopefixlogic", "0", "Old Slopefix had some logic errors that could cause double boosts. Enable this on a per-map basis to retain old behavior. (NOT RECOMMENDED)", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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g_cvDebug = CreateConVar("rngfix_debug", "0", "1 = Enable debug messages. 2 = Enable debug messages and lasers.", _, true, 0.0, true, 2.0);
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AutoExecConfig();
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g_cvMaxVelocity = FindConVar("sv_maxvelocity");
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g_cvGravity = FindConVar("sv_gravity");
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g_cvAirAccelerate = FindConVar("sv_airaccelerate");
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if (g_cvMaxVelocity == null || g_cvGravity == null || g_cvAirAccelerate == null)
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{
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SetFailState("Could not find all ConVars");
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}
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// Not required
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g_cvTimeBetweenDucks = FindConVar("sv_timebetweenducks");
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g_cvJumpImpulse = FindConVar("sv_jump_impulse");
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g_cvAutoBunnyHopping = FindConVar("sv_autobunnyhopping");
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Handle gamedataConf = LoadGameConfigFile("rngfix.games");
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if (gamedataConf == null) SetFailState("Failed to load rngfix gamedata");
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// PassesTriggerFilters
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StartPrepSDKCall(SDKCall_Entity);
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if (!PrepSDKCall_SetFromConf(gamedataConf, SDKConf_Virtual, "CBaseTrigger::PassesTriggerFilters"))
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{
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SetFailState("Failed to get CBaseTrigger::PassesTriggerFilters offset");
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}
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PrepSDKCall_SetReturnInfo(SDKType_Bool, SDKPass_Plain);
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PrepSDKCall_AddParameter(SDKType_CBaseEntity, SDKPass_Pointer);
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g_hPassesTriggerFilters = EndPrepSDKCall();
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if (g_hPassesTriggerFilters == null) SetFailState("Unable to prepare SDKCall for CBaseTrigger::PassesTriggerFilters");
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// CreateInterface
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// Thanks SlidyBat and ici
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StartPrepSDKCall(SDKCall_Static);
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if (!PrepSDKCall_SetFromConf(gamedataConf, SDKConf_Signature, "CreateInterface"))
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{
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SetFailState("Failed to get CreateInterface");
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}
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PrepSDKCall_AddParameter(SDKType_String, SDKPass_Pointer);
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PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Pointer, VDECODE_FLAG_ALLOWNULL);
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PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
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Handle CreateInterface = EndPrepSDKCall();
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if (CreateInterface == null) SetFailState("Unable to prepare SDKCall for CreateInterface");
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char interfaceName[64];
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// ProcessMovement
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if (!GameConfGetKeyValue(gamedataConf, "IGameMovement", interfaceName, sizeof(interfaceName)))
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{
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SetFailState("Failed to get IGameMovement interface name");
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}
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Address IGameMovement = SDKCall(CreateInterface, interfaceName, 0);
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if (!IGameMovement)
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{
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SetFailState("Failed to get IGameMovement pointer");
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}
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int offset = GameConfGetOffset(gamedataConf, "ProcessMovement");
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if (offset == -1) SetFailState("Failed to get ProcessMovement offset");
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g_hProcessMovementHookPre = DHookCreate(offset, HookType_Raw, ReturnType_Void, ThisPointer_Ignore, DHook_ProcessMovementPre);
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DHookAddParam(g_hProcessMovementHookPre, HookParamType_CBaseEntity);
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DHookAddParam(g_hProcessMovementHookPre, HookParamType_ObjectPtr);
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DHookRaw(g_hProcessMovementHookPre, false, IGameMovement);
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// MarkEntitiesAsTouching
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if (!GameConfGetKeyValue(gamedataConf, "IServerGameEnts", interfaceName, sizeof(interfaceName)))
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{
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SetFailState("Failed to get IServerGameEnts interface name");
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}
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g_IServerGameEnts = SDKCall(CreateInterface, interfaceName, 0);
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if (!g_IServerGameEnts)
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{
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SetFailState("Failed to get IServerGameEnts pointer");
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}
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StartPrepSDKCall(SDKCall_Raw);
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if (!PrepSDKCall_SetFromConf(gamedataConf, SDKConf_Virtual, "IServerGameEnts::MarkEntitiesAsTouching"))
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{
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SetFailState("Failed to get IServerGameEnts::MarkEntitiesAsTouching offset");
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}
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PrepSDKCall_AddParameter(SDKType_Edict, SDKPass_Pointer);
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PrepSDKCall_AddParameter(SDKType_Edict, SDKPass_Pointer);
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g_hMarkEntitiesAsTouching = EndPrepSDKCall();
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if (g_hMarkEntitiesAsTouching == null) SetFailState("Unable to prepare SDKCall for IServerGameEnts::MarkEntitiesAsTouching");
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delete CreateInterface;
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delete gamedataConf;
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if (g_bLateLoad)
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{
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for (int client = 1; client <= MaxClients; client++)
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{
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if (IsClientInGame(client)) OnClientPutInServer(client);
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}
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}
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}
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public void OnMapStart()
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{
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g_iLaserIndex = PrecacheModel("materials/sprites/laserbeam.vmt", true);
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}
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public void OnEntityCreated(int entity, const char[] classname)
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{
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if (StrContains(classname, "trigger_teleport") != -1)
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{
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SDKHook(entity, SDKHook_TouchPost, Hook_TriggerTeleportTouchPost);
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}
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}
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public void OnClientConnected(int client)
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{
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g_iTick[client] = 0;
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}
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public void OnClientPutInServer(int client)
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{
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SDKHook(client, SDKHook_GroundEntChangedPost, Hook_PlayerGroundEntChanged);
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SDKHook(client, SDKHook_PostThink, Hook_PlayerPostThink);
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}
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// TODO Would be nice to have IServerTools::FindEntityByName / CGlobalEntityList::FindEntityByName
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bool NameExists(const char[] targetname)
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{
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// Assume special types exist
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if (targetname[0] == '!') return true;
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char targetname2[128];
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int max = GetMaxEntities();
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for (int entity = 1; entity < max; entity++)
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{
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if (!IsValidEntity(entity)) continue;
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if (GetEntPropString(entity, Prop_Data, "m_iName", targetname2, sizeof(targetname2)) == 0) continue;
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if (StrEqual(targetname, targetname2)) return true;
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}
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return false;
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}
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public void Hook_TriggerTeleportTouchPost(int entity, int other)
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{
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if (!(1 <= other <= MaxClients)) return;
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if (!SDKCall(g_hPassesTriggerFilters, entity, other)) return;
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char targetstring[128];
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if (GetEntPropString(entity, Prop_Data, "m_target", targetstring, sizeof(targetstring)) == 0) return;
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if (!NameExists(targetstring)) return;
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if (g_iLastMapTeleportTick[other] == g_iTick[other]-1)
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{
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g_bMapTeleportedSequentialTicks[other] = true;
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}
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g_iLastMapTeleportTick[other] = g_iTick[other];
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DebugMsg(other, "Triggered teleport %i", entity);
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}
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public bool PlayerFilter(int entity, int mask)
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{
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return !(1 <= entity <= MaxClients);
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}
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float GetJumpImpulse()
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{
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if (g_cvJumpImpulse != null)
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{
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return g_cvJumpImpulse.FloatValue;
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}
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else
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{
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return DEFAULT_JUMP_IMPULSE;
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}
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}
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bool IsDuckCoolingDown(int client)
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{
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// TODO Is this stuff in MoveData?
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// Ducking is prevented if the last switch to a ducked state from an unducked state is sooner than sv_timebetweenducks ago.
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// Note: This cooldown is based on client's curtime (GetGameTime() in this context) and thus is unaffected by m_flLaggedMovementValue.
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if (g_cvTimeBetweenDucks != null && HasEntProp(client, Prop_Data, "m_flLastDuckTime"))
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{
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if (GetGameTime() - GetEntPropFloat(client, Prop_Data, "m_flLastDuckTime") < g_cvTimeBetweenDucks.FloatValue) return true;
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}
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// m_flDuckSpeed is decreased by 2.0 to a minimum of 0.0 every time the duck key is pressed OR released.
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// It recovers at a rate of 3.0 * m_flLaggedMovementValue per second and caps at 8.0.
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// Switching to a ducked state from an unducked state is prevented if it is less than 1.5.
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if (HasEntProp(client, Prop_Data, "m_flDuckSpeed"))
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{
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if (GetEntPropFloat(client, Prop_Data, "m_flDuckSpeed") < DUCK_MIN_DUCKSPEED) return true;
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}
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return false;
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}
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void Duck(int client, float origin[3], float mins[3], float maxs[3])
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{
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bool ducking = GetEntityFlags(client) & FL_DUCKING != 0;
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bool nextDucking = ducking;
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if (g_iButtons[client] & IN_DUCK != 0 && !ducking)
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{
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if (!IsDuckCoolingDown(client))
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{
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origin[2] += g_flDuckDelta;
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nextDucking = true;
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}
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}
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else if (g_iButtons[client] & IN_DUCK == 0 && ducking)
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{
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origin[2] -= g_flDuckDelta;
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TR_TraceHullFilter(origin, origin, g_vecMins, g_vecMaxsUnducked, MASK_PLAYERSOLID, PlayerFilter);
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// Cannot unduck in air, not enough room
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if (TR_DidHit()) origin[2] += g_flDuckDelta;
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else nextDucking = false;
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}
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mins = g_vecMins;
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maxs = nextDucking ? g_vecMaxsDucked : g_vecMaxsUnducked;
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}
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bool CanJump(int client)
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{
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if (g_iButtons[client] & IN_JUMP == 0) return false;
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if (g_iOldButtons[client] & IN_JUMP != 0 && !(g_cvAutoBunnyHopping != null && g_cvAutoBunnyHopping.BoolValue)) return false;
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return true;
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}
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void CheckJumpButton(int client, float velocity[3])
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{
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// Skip dead and water checks since we already did them.
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// We need to check for ground somewhere so stick it here.
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if (GetEntityFlags(client) & FL_ONGROUND == 0) return;
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if (!CanJump(client)) return;
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// TODO Incorporate surfacedata jump factor
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// This conditional is why jumping while crouched jumps higher! Bad!
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if (GetEntProp(client, Prop_Data, "m_bDucking") != 0 || GetEntityFlags(client) & FL_DUCKING != 0)
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{
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velocity[2] = GetJumpImpulse();
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}
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else
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{
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velocity[2] += GetJumpImpulse();
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}
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// Jumping does an extra half tick of gravity! Bad!
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FinishGravity(client, velocity);
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}
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void AirAccelerate(int client, float velocity[3], Handle hParams)
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{
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// This also includes the initial parts of AirMove()
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float fore[3], side[3];
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float wishvel[3], wishdir[3];
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GetAngleVectors(g_vAngles[client], fore, side, NULL_VECTOR);
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fore[2] = 0.0;
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side[2] = 0.0;
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NormalizeVector(fore, fore);
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NormalizeVector(side, side);
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for (int i = 0; i < 2; i++) wishvel[i] = fore[i] * g_vVel[client][0] + side[i] * g_vVel[client][1];
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float wishspeed = NormalizeVector(wishvel, wishdir);
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float m_flMaxSpeed = DHookGetParamObjectPtrVar(hParams, 2, 56, ObjectValueType_Float);
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if (wishspeed > m_flMaxSpeed && m_flMaxSpeed != 0.0) wishspeed = m_flMaxSpeed;
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if (wishspeed)
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{
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float wishspd = wishspeed;
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if (wishspd > AIR_SPEED_CAP) wishspd = AIR_SPEED_CAP;
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float currentspeed = GetVectorDotProduct(velocity, wishdir);
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float addspeed = wishspd - currentspeed;
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if (addspeed > 0)
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{
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float accelspeed = g_cvAirAccelerate.FloatValue * wishspeed * g_flFrameTime[client];
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if (accelspeed > addspeed) accelspeed = addspeed;
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for (int i = 0; i < 2; i++) velocity[i] += accelspeed * wishdir[i];
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}
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}
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}
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void CheckVelocity(float velocity[3])
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{
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for (int i = 0; i < 3; i++)
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{
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if (velocity[i] > g_cvMaxVelocity.FloatValue) velocity[i] = g_cvMaxVelocity.FloatValue;
|
|
else if (velocity[i] < -g_cvMaxVelocity.FloatValue) velocity[i] = -g_cvMaxVelocity.FloatValue;
|
|
}
|
|
}
|
|
|
|
void StartGravity(int client, float velocity[3])
|
|
{
|
|
float localGravity = GetEntPropFloat(client, Prop_Data, "m_flGravity");
|
|
if (localGravity == 0.0) localGravity = 1.0;
|
|
|
|
velocity[2] -= localGravity * g_cvGravity.FloatValue * 0.5 * g_flFrameTime[client];
|
|
|
|
float baseVelocity[3];
|
|
GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity);
|
|
velocity[2] += baseVelocity[2] * g_flFrameTime[client];
|
|
|
|
// baseVelocity[2] would get cleared here but we shouldn't do that since this is just a prediction.
|
|
|
|
CheckVelocity(velocity);
|
|
}
|
|
|
|
void FinishGravity(int client, float velocity[3])
|
|
{
|
|
float localGravity = GetEntPropFloat(client, Prop_Data, "m_flGravity");
|
|
if (localGravity == 0.0) localGravity = 1.0;
|
|
|
|
velocity[2] -= localGravity * g_cvGravity.FloatValue * 0.5 * g_flFrameTime[client];
|
|
|
|
CheckVelocity(velocity);
|
|
}
|
|
|
|
bool CheckWater(int client)
|
|
{
|
|
// The cached water level is updated multiple times per tick, including after movement happens,
|
|
// so we can just check the cached value here.
|
|
return GetEntProp(client, Prop_Data, "m_nWaterLevel") > 1;
|
|
}
|
|
|
|
void PreventCollision(int client, Handle hParams, const float origin[3], const float collisionPoint[3], const float velocity_tick[3])
|
|
{
|
|
DebugLaser(client, origin, collisionPoint, 15.0, 0.5, g_color1);
|
|
|
|
// Rewind part of a tick so at the end of this tick we will end up close to the ground without colliding with it.
|
|
// This effectively simulates a mid-tick jump (we lose part of a tick but its a miniscule trade-off).
|
|
// This is also only an approximation of a partial tick rewind but it's good enough.
|
|
float newOrigin[3];
|
|
SubtractVectors(collisionPoint, velocity_tick, newOrigin);
|
|
|
|
// Add a little space between us and the ground so we don't accidentally hit it anyway, maybe due to floating point error or something.
|
|
// I don't know if this is necessary but I would rather be safe.
|
|
newOrigin[2] += 0.1;
|
|
|
|
// Since the MoveData for this tick has already been filled and is about to be used, we need
|
|
// to modify it directly instead of changing the player entity's actual position (such as with TeleportEntity).
|
|
DHookSetParamObjectPtrVarVector(hParams, 2, GetEngineVersion() == Engine_CSGO ? 172 : 152, ObjectValueType_Vector, newOrigin);
|
|
|
|
DebugLaser(client, origin, newOrigin, 15.0, 0.5, g_color2);
|
|
|
|
float adjustment[3];
|
|
SubtractVectors(newOrigin, origin, adjustment);
|
|
DebugMsg(client, "Moved: %.2f %.2f %.2f", adjustment[0], adjustment[1], adjustment[2]);
|
|
|
|
// No longer colliding this tick, clear our prediction flag
|
|
g_iLastCollisionTick[client] = 0;
|
|
}
|
|
|
|
void ClipVelocity(const float velocity[3], const float nrm[3], float out[3])
|
|
{
|
|
float backoff = GetVectorDotProduct(velocity, nrm);
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
out[i] = velocity[i] - nrm[i]*backoff;
|
|
}
|
|
|
|
// The adjust step only matters with overbounce which doesnt apply to walkable surfaces.
|
|
}
|
|
|
|
void SetVelocity(int client, float velocity[3], bool dontUseTeleportEntity = false)
|
|
{
|
|
// Pull out basevelocity from desired true velocity
|
|
// Use the pre-tick basevelocity because that is what influenced this tick's movement and the desired new velocity.
|
|
SubtractVectors(velocity, g_vLastBaseVelocity[client], velocity);
|
|
|
|
if (dontUseTeleportEntity && GetEntPropEnt(client, Prop_Data, "m_hMoveParent") == -1)
|
|
{
|
|
SetEntPropVector(client, Prop_Data, "m_vecAbsVelocity", velocity);
|
|
SetEntPropVector(client, Prop_Data, "m_vecVelocity", velocity);
|
|
}
|
|
else
|
|
{
|
|
float baseVelocity[3];
|
|
GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity);
|
|
|
|
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, velocity);
|
|
|
|
// TeleportEntity with non-null velocity wipes out basevelocity, so restore it after.
|
|
// Since we didn't change position, nothing should change regarding influences on basevelocity.
|
|
SetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity);
|
|
}
|
|
}
|
|
|
|
public MRESReturn DHook_ProcessMovementPre(Handle hParams)
|
|
{
|
|
int client = DHookGetParam(hParams, 1);
|
|
|
|
g_iTick[client]++;
|
|
g_flFrameTime[client] = GetTickInterval() * GetEntPropFloat(client, Prop_Data, "m_flLaggedMovementValue");
|
|
g_bMapTeleportedSequentialTicks[client] = false;
|
|
|
|
// If we are actually not doing ANY of the fixes that rely on pre-tick collision prediction, skip all this.
|
|
if (!g_cvUphill.BoolValue && !g_cvEdge.BoolValue && !g_cvStairs.BoolValue && !g_cvTelehop.BoolValue && !g_cvDownhill.BoolValue)
|
|
{
|
|
return MRES_Ignored;
|
|
}
|
|
|
|
RunPreTickChecks(client, hParams);
|
|
|
|
return MRES_Ignored;
|
|
}
|
|
|
|
void RunPreTickChecks(int client, Handle hParams)
|
|
{
|
|
// Recreate enough of CGameMovement::ProcessMovement to predict if fixes are needed.
|
|
// We only really care about a limited set of scenarios (less than waist-deep in water, MOVETYPE_WALK, air movement).
|
|
|
|
if (!IsPlayerAlive(client)) return;
|
|
if (GetEntityMoveType(client) != MOVETYPE_WALK) return;
|
|
if (CheckWater(client)) return;
|
|
|
|
g_iLastGroundEnt[client] = GetEntPropEnt(client, Prop_Data, "m_hGroundEntity");
|
|
|
|
// If we are definitely staying on the ground this tick, don't predict it.
|
|
if (g_iLastGroundEnt[client] != -1 && !CanJump(client)) return;
|
|
|
|
g_iLastTickPredicted[client] = g_iTick[client];
|
|
|
|
g_iButtons[client] = DHookGetParamObjectPtrVar(hParams, 2, 36, ObjectValueType_Int);
|
|
g_iOldButtons[client] = DHookGetParamObjectPtrVar(hParams, 2, 40, ObjectValueType_Int);
|
|
DHookGetParamObjectPtrVarVector(hParams, 2, 44, ObjectValueType_Vector, g_vVel[client]);
|
|
DHookGetParamObjectPtrVarVector(hParams, 2, 12, ObjectValueType_Vector, g_vAngles[client]);
|
|
|
|
float velocity[3];
|
|
DHookGetParamObjectPtrVarVector(hParams, 2, 64, ObjectValueType_Vector, velocity);
|
|
|
|
float baseVelocity[3];
|
|
// basevelocity is not stored in MoveData
|
|
GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity);
|
|
|
|
float origin[3];
|
|
DHookGetParamObjectPtrVarVector(hParams, 2, GetEngineVersion() == Engine_CSGO ? 172 : 152, ObjectValueType_Vector, origin);
|
|
|
|
float nextOrigin[3], mins[3], maxs[3];
|
|
|
|
nextOrigin = origin;
|
|
|
|
// These roughly replicate the behavior of their equivalent CGameMovement functions.
|
|
|
|
Duck(client, nextOrigin, mins, maxs);
|
|
|
|
StartGravity(client, velocity);
|
|
|
|
CheckJumpButton(client, velocity);
|
|
|
|
CheckVelocity(velocity);
|
|
|
|
AirAccelerate(client, velocity, hParams);
|
|
|
|
// StartGravity dealt with Z basevelocity.
|
|
baseVelocity[2] = 0.0;
|
|
g_vLastBaseVelocity[client] = baseVelocity;
|
|
AddVectors(velocity, baseVelocity, velocity);
|
|
|
|
// Store this for later in case we need to undo the effects of a collision.
|
|
g_vPreCollisionVelocity[client] = velocity;
|
|
|
|
// This is basically where TryPlayerMove happens.
|
|
// We don't really care about anything after TryPlayerMove either.
|
|
|
|
float velocity_tick[3];
|
|
velocity_tick = velocity;
|
|
ScaleVector(velocity_tick, g_flFrameTime[client]);
|
|
|
|
AddVectors(nextOrigin, velocity_tick, nextOrigin);
|
|
|
|
// Check if we will hit something this tick.
|
|
TR_TraceHullFilter(origin, nextOrigin, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (TR_DidHit())
|
|
{
|
|
float nrm[3];
|
|
TR_GetPlaneNormal(null, nrm);
|
|
|
|
if (g_iLastCollisionTick[client] < g_iTick[client]-1)
|
|
{
|
|
DebugMsg(client, "Collision predicted! (normal: %.3f %.3f %.3f)", nrm[0], nrm[1], nrm[2]);
|
|
}
|
|
|
|
float collisionPoint[3];
|
|
TR_GetEndPosition(collisionPoint);
|
|
|
|
// Store this result for post-tick fixes.
|
|
g_iLastCollisionTick[client] = g_iTick[client];
|
|
g_vCollisionPoint[client] = collisionPoint;
|
|
g_vCollisionNormal[client] = nrm;
|
|
|
|
// If we are moving up too fast, we can't land anyway so these fixes aren't needed.
|
|
if (velocity[2] > NON_JUMP_VELOCITY) return;
|
|
|
|
// Landing also requires a walkable surface.
|
|
// This will give false negatives if the surface initially collided
|
|
// is too steep but the final one isn't (rare and unlikely to matter).
|
|
if (nrm[2] < MIN_STANDABLE_ZNRM) return;
|
|
|
|
// Check uphill incline fix first since it's more common and faster.
|
|
if (g_cvUphill.IntValue == UPHILL_NEUTRAL)
|
|
{
|
|
// Make sure it's not flat, and that we are actually going uphill (X/Y dot product < 0.0)
|
|
if (nrm[2] < 1.0 && nrm[0]*velocity[0] + nrm[1]*velocity[1] < 0.0)
|
|
{
|
|
bool shouldDoDownhillFixInstead = false;
|
|
|
|
if (g_cvDownhill.BoolValue)
|
|
{
|
|
// We also want to make sure this isn't a case where it's actually more beneficial to do the downhill fix.
|
|
float newVelocity[3];
|
|
ClipVelocity(velocity, nrm, newVelocity);
|
|
|
|
if (newVelocity[0]*newVelocity[0] + newVelocity[1]*newVelocity[1] > velocity[0]*velocity[0] + velocity[1]*velocity[1])
|
|
{
|
|
shouldDoDownhillFixInstead = true;
|
|
}
|
|
}
|
|
|
|
if (!shouldDoDownhillFixInstead)
|
|
{
|
|
DebugMsg(client, "DO FIX: Uphill Incline");
|
|
PreventCollision(client, hParams, origin, collisionPoint, velocity_tick);
|
|
|
|
// This naturally prevents any edge bugs so we can skip the edge fix.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (g_cvEdge.BoolValue)
|
|
{
|
|
// Do a rough estimate of where we will be at the end of the tick after colliding.
|
|
// This method assumes no more collisions will take place after the first.
|
|
// There are some very extreme circumstances where this will give false positives (unlikely to come into play).
|
|
|
|
float tickEnd[3];
|
|
float fraction_left = 1.0 - TR_GetFraction();
|
|
|
|
if (nrm[2] == 1.0)
|
|
{
|
|
// If the ground is level, all that changes is Z velocity becomes zero.
|
|
tickEnd[0] = collisionPoint[0] + velocity_tick[0]*fraction_left;
|
|
tickEnd[1] = collisionPoint[1] + velocity_tick[1]*fraction_left;
|
|
tickEnd[2] = collisionPoint[2];
|
|
}
|
|
else
|
|
{
|
|
float velocity2[3];
|
|
ClipVelocity(velocity, nrm, velocity2);
|
|
|
|
if (velocity2[2] > NON_JUMP_VELOCITY)
|
|
{
|
|
// This would be an "edge bug" (slide without landing at the end of the tick)
|
|
// 100% of the time due to the Z velocity restriction.
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ScaleVector(velocity2, g_flFrameTime[client]*fraction_left);
|
|
AddVectors(collisionPoint, velocity2, tickEnd);
|
|
}
|
|
}
|
|
|
|
// Check if there's something close enough to land on below the player at the end of this tick.
|
|
float tickEndBelow[3];
|
|
tickEndBelow[0] = tickEnd[0];
|
|
tickEndBelow[1] = tickEnd[1];
|
|
tickEndBelow[2] = tickEnd[2] - LAND_HEIGHT;
|
|
|
|
TR_TraceHullFilter(tickEnd, tickEndBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (TR_DidHit())
|
|
{
|
|
// There's something there, can we land on it?
|
|
float nrm2[3];
|
|
TR_GetPlaneNormal(null, nrm2);
|
|
|
|
// Yes, it's not too steep.
|
|
if (nrm2[2] >= MIN_STANDABLE_ZNRM) return;
|
|
// Yes, the quadrant check finds ground that isn't too steep.
|
|
if (TracePlayerBBoxForGround(tickEnd, tickEndBelow, mins, maxs)) return;
|
|
}
|
|
|
|
DebugMsg(client, "DO FIX: Edge Bug");
|
|
DebugLaser(client, collisionPoint, tickEnd, 15.0, 0.5, g_color1);
|
|
|
|
PreventCollision(client, hParams, origin, collisionPoint, velocity_tick);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Hook_PlayerGroundEntChanged(int client)
|
|
{
|
|
// We cannot get the new ground entity at this point,
|
|
// but if the previous value was -1, it must be something else now, so we landed.
|
|
if (GetEntPropEnt(client, Prop_Data, "m_hGroundEntity") == -1)
|
|
{
|
|
g_iLastLandTick[client] = g_iTick[client];
|
|
DebugMsg(client, "Landed");
|
|
}
|
|
}
|
|
|
|
bool DoInclineCollisionFixes(int client, const float nrm[3])
|
|
{
|
|
if (!g_cvDownhill.BoolValue && g_cvUphill.IntValue != UPHILL_LOSS) return false;
|
|
if (g_iLastTickPredicted[client] != g_iTick[client]) return false;
|
|
|
|
// There's no point in checking for fix if we were moving up, unless we want to do an uphill collision
|
|
if (g_vPreCollisionVelocity[client][2] > 0.0 && g_cvUphill.IntValue != UPHILL_LOSS) return false;
|
|
|
|
// If a collision was predicted this tick (and wasn't prevented by another fix alrady), no fix is needed.
|
|
// It's possible we actually have to run the edge bug fix and an incline fix in the same tick.
|
|
// If using the old Slopefix logic, do the fix regardless of necessity just like Slopefix
|
|
// so we can be sure to trigger a double boost if applicable.
|
|
if (g_iLastCollisionTick[client] == g_iTick[client] && !g_cvUseOldSlopefixLogic.BoolValue) return false;
|
|
|
|
// Make sure the ground is not level, otherwise a collision would do nothing important anyway.
|
|
if (nrm[2] == 1.0) return false;
|
|
|
|
// This velocity includes changes from player input this tick as well as
|
|
// the half tick of gravity applied before collision would occur.
|
|
float velocity[3];
|
|
velocity = g_vPreCollisionVelocity[client];
|
|
|
|
if (g_cvUseOldSlopefixLogic.BoolValue)
|
|
{
|
|
// The old slopefix did not consider basevelocity when calculating deflected velocity
|
|
SubtractVectors(velocity, g_vLastBaseVelocity[client], velocity);
|
|
}
|
|
|
|
float dot = nrm[0]*velocity[0] + nrm[1]*velocity[1];
|
|
|
|
if (dot >= 0)
|
|
{
|
|
// If going downhill, only adjust velocity if the downhill incline fix is on.
|
|
if (!g_cvDownhill.BoolValue) return false;
|
|
}
|
|
|
|
bool downhillFixIsBeneficial = false;
|
|
|
|
float newVelocity[3];
|
|
ClipVelocity(velocity, nrm, newVelocity);
|
|
|
|
if (newVelocity[0]*newVelocity[0] + newVelocity[1]*newVelocity[1] > velocity[0]*velocity[0] + velocity[1]*velocity[1])
|
|
{
|
|
downhillFixIsBeneficial = true;
|
|
}
|
|
|
|
if (dot < 0)
|
|
{
|
|
// If going uphill, only adjust velocity if uphill incline fix is set to loss mode
|
|
// OR if this is actually a case where the downhill incline fix is better.
|
|
if (!((downhillFixIsBeneficial && g_cvDownhill.BoolValue) || g_cvUphill.IntValue == UPHILL_LOSS)) return false;
|
|
}
|
|
|
|
DebugMsg(client, "DO FIX: Incline Collision (%s) (z-normal: %.3f)", downhillFixIsBeneficial ? "Downhill" : "Uphill", nrm[2]);
|
|
|
|
// Make sure Z velocity is zero since we are on the ground.
|
|
newVelocity[2] = 0.0;
|
|
|
|
// Since we are on the ground, we also don't need to FinishGravity().
|
|
|
|
if (g_cvUseOldSlopefixLogic.BoolValue)
|
|
{
|
|
// The old slopefix immediately moves basevelocity into local velocity to keep it from getting cleared.
|
|
// This results in double boosts as the player is likely still being influenced by the source of the basevelocity.
|
|
if (GetEntityFlags(client) & FL_BASEVELOCITY != 0)
|
|
{
|
|
float baseVelocity[3];
|
|
GetEntPropVector(client, Prop_Data, "m_vecBaseVelocity", baseVelocity);
|
|
AddVectors(newVelocity, baseVelocity, newVelocity);
|
|
}
|
|
|
|
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, newVelocity);
|
|
}
|
|
else
|
|
{
|
|
SetVelocity(client, newVelocity);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DoTelehopFix(int client)
|
|
{
|
|
if (!g_cvTelehop.BoolValue) return false;
|
|
if (g_iLastTickPredicted[client] != g_iTick[client]) return false;
|
|
|
|
if (g_iLastMapTeleportTick[client] != g_iTick[client]) return false;
|
|
|
|
// If the player was teleported two ticks in a row, don't do this fix because the player likely just passed
|
|
// through a speed-stopping teleport hub, and the map really did want to stop the player this way.
|
|
if (g_bMapTeleportedSequentialTicks[client]) return false;
|
|
|
|
// Check if we either collided this tick OR landed during this tick.
|
|
// Note that we could have landed this tick, lost Z velocity, then gotten teleported, making us no longer on the ground.
|
|
// This is why we need to remember if we landed mid-tick rather than just check ground state now.
|
|
if (!(g_iLastCollisionTick[client] == g_iTick[client] || g_iLastLandTick[client] == g_iTick[client])) return false;
|
|
|
|
// At this point, ideally we should check if the teleport would have triggered "after" the collision (within the tick duration),
|
|
// and, if so, not restore speed, but properly doing that would involve completely duplicating TryPlayerMove but with
|
|
// multiple intermediate trigger checks which is probably a bad idea... better to just give people the benefit of the doubt sometimes.
|
|
|
|
// Restore the velocity we would have had if we didn't collide or land.
|
|
float newVelocity[3];
|
|
newVelocity = g_vPreCollisionVelocity[client];
|
|
|
|
// Don't forget to add the second half-tick of gravity ourselves.
|
|
FinishGravity(client, newVelocity);
|
|
|
|
float origin[3];
|
|
GetEntPropVector(client, Prop_Data, "m_vecAbsOrigin", origin);
|
|
|
|
float mins[3], maxs[3];
|
|
GetEntPropVector(client, Prop_Data, "m_vecMins", mins);
|
|
GetEntPropVector(client, Prop_Data, "m_vecMaxs", maxs);
|
|
|
|
TR_TraceHullFilter(origin, origin, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
// If we appear to be "stuck" after teleporting (likely because the teleport destination
|
|
// was exactly on the ground), set velocity directly to avoid side-effects of
|
|
// TeleportEntity that can cause the player to really get stuck in the ground.
|
|
// This might only be an issue in CSS, but do it on CSGO too just to be safe.
|
|
bool dontUseTeleportEntity = TR_DidHit();
|
|
|
|
DebugMsg(client, "DO FIX: Telehop%s", dontUseTeleportEntity ? " (no TeleportEntity)" : "");
|
|
|
|
SetVelocity(client, newVelocity, dontUseTeleportEntity);
|
|
|
|
return true;
|
|
}
|
|
|
|
// PostThink works a little better than a ProcessMovement post hook because we need to wait for ProcessImpacts (trigger activation)
|
|
public void Hook_PlayerPostThink(int client)
|
|
{
|
|
if (!IsPlayerAlive(client)) return;
|
|
if (GetEntityMoveType(client) != MOVETYPE_WALK) return;
|
|
if (CheckWater(client)) return;
|
|
|
|
bool landed = GetEntPropEnt(client, Prop_Data, "m_hGroundEntity") != -1 && g_iLastGroundEnt[client] == -1;
|
|
|
|
float origin[3], landingMins[3], landingMaxs[3], nrm[3], landingPoint[3];
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|
|
|
// Get info about the ground we landed on (if we need to do landing fixes).
|
|
if (landed && (g_cvTriggerjump.BoolValue || g_cvDownhill.BoolValue || g_cvUphill.IntValue == UPHILL_LOSS))
|
|
{
|
|
GetEntPropVector(client, Prop_Data, "m_vecAbsOrigin", origin);
|
|
|
|
GetEntPropVector(client, Prop_Data, "m_vecMins", landingMins);
|
|
GetEntPropVector(client, Prop_Data, "m_vecMaxs", landingMaxs);
|
|
|
|
float originBelow[3];
|
|
originBelow[0] = origin[0];
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|
originBelow[1] = origin[1];
|
|
originBelow[2] = origin[2] - LAND_HEIGHT;
|
|
|
|
TR_TraceHullFilter(origin, originBelow, landingMins, landingMaxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (!TR_DidHit())
|
|
{
|
|
// This should never happen, since we know we are on the ground.
|
|
landed = false;
|
|
}
|
|
else
|
|
{
|
|
TR_GetPlaneNormal(null, nrm);
|
|
|
|
if (nrm[2] < MIN_STANDABLE_ZNRM)
|
|
{
|
|
// This is rare, and how the incline fix should behave isn't entirely clear because maybe we should
|
|
// collide with multiple faces at once in this case, but let's just get the ground we officially
|
|
// landed on and use that for our ground normal.
|
|
|
|
// landingMins and landingMaxs will contain the final values used to find the ground after returning.
|
|
if (TracePlayerBBoxForGround(origin, originBelow, landingMins, landingMaxs))
|
|
{
|
|
TR_GetPlaneNormal(null, nrm);
|
|
}
|
|
else
|
|
{
|
|
// This should also never happen.
|
|
landed = false;
|
|
}
|
|
|
|
DebugMsg(client, "Used bounding box quadrant to find ground (z-normal: %.3f)", nrm[2]);
|
|
}
|
|
|
|
TR_GetEndPosition(landingPoint);
|
|
}
|
|
}
|
|
|
|
if (landed)
|
|
{
|
|
DoInclineCollisionFixes(client, nrm);
|
|
}
|
|
|
|
DoTelehopFix(client);
|
|
}
|
|
|
|
bool TracePlayerBBoxForGround(const float origin[3], const float originBelow[3], float mins[3], float maxs[3])
|
|
{
|
|
// See CGameMovement::TracePlayerBBoxForGround()
|
|
|
|
float origMins[3], origMaxs[3];
|
|
origMins = mins;
|
|
origMaxs = maxs;
|
|
|
|
float nrm[3];
|
|
|
|
mins = origMins;
|
|
|
|
// -x -y
|
|
maxs[0] = origMaxs[0] > 0.0 ? 0.0 : origMaxs[0];
|
|
maxs[1] = origMaxs[1] > 0.0 ? 0.0 : origMaxs[1];
|
|
maxs[2] = origMaxs[2];
|
|
|
|
TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (TR_DidHit())
|
|
{
|
|
TR_GetPlaneNormal(null, nrm);
|
|
if (nrm[2] >= MIN_STANDABLE_ZNRM) return true;
|
|
}
|
|
|
|
// +x +y
|
|
mins[0] = origMins[0] < 0.0 ? 0.0 : origMins[0];
|
|
mins[1] = origMins[1] < 0.0 ? 0.0 : origMins[1];
|
|
mins[2] = origMins[2];
|
|
|
|
maxs = origMaxs;
|
|
|
|
TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (TR_DidHit())
|
|
{
|
|
TR_GetPlaneNormal(null, nrm);
|
|
if (nrm[2] >= MIN_STANDABLE_ZNRM) return true;
|
|
}
|
|
|
|
// -x +y
|
|
mins[0] = origMins[0];
|
|
mins[1] = origMins[1] < 0.0 ? 0.0 : origMins[1];
|
|
mins[2] = origMins[2];
|
|
|
|
maxs[0] = origMaxs[0] > 0.0 ? 0.0 : origMaxs[0];
|
|
maxs[1] = origMaxs[1];
|
|
maxs[2] = origMaxs[2];
|
|
|
|
TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (TR_DidHit())
|
|
{
|
|
TR_GetPlaneNormal(null, nrm);
|
|
if (nrm[2] >= MIN_STANDABLE_ZNRM) return true;
|
|
}
|
|
|
|
// +x -y
|
|
mins[0] = origMins[0] < 0.0 ? 0.0 : origMins[0];
|
|
mins[1] = origMins[1];
|
|
mins[2] = origMins[2];
|
|
|
|
maxs[0] = origMaxs[0];
|
|
maxs[1] = origMaxs[1] > 0.0 ? 0.0 : origMaxs[1];
|
|
maxs[2] = origMaxs[2];
|
|
|
|
TR_TraceHullFilter(origin, originBelow, mins, maxs, MASK_PLAYERSOLID, PlayerFilter);
|
|
|
|
if (TR_DidHit())
|
|
{
|
|
TR_GetPlaneNormal(null, nrm);
|
|
if (nrm[2] >= MIN_STANDABLE_ZNRM) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|