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/*
* ============================================================================
*
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* Zombie : Reloaded
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*
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* File : antistick . inc
* Type : Module
* Description : Antistick system .
*
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* Copyright ( C ) 2009 - 2013 Greyscale , Richard Helgeby
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*
* This program is free software : you can redistribute it and / or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation , either version 3 of the License , or
* ( at your option ) any later version .
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program . If not , see < http :// www . gnu . org / licenses />.
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*
* ============================================================================
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*/
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/**
* @ section Collision values .
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*/
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#define COLLISION_GROUP_NONE 0 /** Default; collides with static and dynamic objects. */
#define COLLISION_GROUP_DEBRIS 1 /** Collides with nothing but world and static stuff. */
#define COLLISION_GROUP_DEBRIS_TRIGGER 2 /** Same as debris, but hits triggers. */
#define COLLISION_GROUP_INTERACTIVE_DEBRIS 3 /** Collides with everything except other interactive debris or debris. */
#define COLLISION_GROUP_INTERACTIVE 4 /** Collides with everything except interactive debris or debris. */
#define COLLISION_GROUP_PLAYER 5 /** This is the default behavior expected for most prop_physics. */
#define COLLISION_GROUP_BREAKABLE_GLASS 6 /** Special group for glass debris. */
#define COLLISION_GROUP_VEHICLE 7 /** Collision group for driveable vehicles. */
#define COLLISION_GROUP_PLAYER_MOVEMENT 8 /** For HL2, same as Collision_Group_Player. */
#define COLLISION_GROUP_NPC 9 /** Generic NPC group. */
#define COLLISION_GROUP_IN_VEHICLE 10 /** For any entity inside a vehicle. */
#define COLLISION_GROUP_WEAPON 11 /** For any weapons that need collision detection. */
#define COLLISION_GROUP_VEHICLE_CLIP 12 /** Vehicle clip brush to restrict vehicle movement. */
#define COLLISION_GROUP_PROJECTILE 13 /** Projectiles. */
#define COLLISION_GROUP_DOOR_BLOCKER 14 /** Blocks entities not permitted to get near moving doors. */
#define COLLISION_GROUP_PASSABLE_DOOR 15 /** Doors that the player shouldn't collide with. */
#define COLLISION_GROUP_DISSOLVING 16 /** Things that are dissolving are in this group. */
#define COLLISION_GROUP_PUSHAWAY 17 /** Nonsolid on client and server, pushaway in player code. */
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#define COLLISION_GROUP_NPC_ACTOR 18 /** Used so NPCs in scripts ignore the player. */
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#define ANTISTICK_COLLISIONS_OFF COLLISION_GROUP_DEBRIS_TRIGGER
#define ANTISTICK_COLLISIONS_ON COLLISION_GROUP_PLAYER
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/**
* @ endsection
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*/
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/**
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* Default player hull width .
*/
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#define ANTISTICK_DEFAULT_HULL_WIDTH 32.0
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/**
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* Stores " StartTouch " HookID ' s for each client .
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*/
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new g_iStartTouchHookID [ MAXPLAYERS + 1 ] = { - 1 , ... };
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/**
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* List of components that make up the model ' s rectangular boundaries .
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*
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* F = Front
* B = Back
* L = Left
* R = Right
* U = Upper
* D = Down
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*/
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enum AntiStickBoxBound
{
BoxBound_FUR = 0 , /** Front upper right */
BoxBound_FUL , /** etc.. */
BoxBound_FDR ,
BoxBound_FDL ,
BoxBound_BUR ,
BoxBound_BUL ,
BoxBound_BDR ,
BoxBound_BDL ,
}
/**
* Create commands related to antistick here .
*/
AntiStickOnCommandsCreate ()
{
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RegConsoleCmd ( " zr_antistick_dump_group " , AntiStickDumpGroupCommand , " Dumps collision group data on one or more players. Usage zr_antistick_dump_group [#userid|name] " );
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}
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/**
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* Client is joining the server .
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*
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* @ param client The client index .
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*/
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AntiStickClientInit ( client )
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{
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// Hook "StartTouch" and "EndTouch" on client.
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#if defined USE_SDKHOOKS
SDKHook ( client , SDKHook_StartTouch , AntiStickStartTouch );
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// Set dummy value so it think it's hooked.
g_iStartTouchHookID [ client ] = 1 ;
#else
g_iStartTouchHookID [ client ] = ZRTools_HookStartTouch ( client , AntiStickStartTouch );
#endif
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}
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/**
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* Unhook StartTouch and EndTouch function on a client .
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*
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* @ param client The client index .
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*/
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AntiStickOnClientDisconnect ( client )
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{
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// Unhook "StartTouch" callback, and reset variable.
if ( g_iStartTouchHookID [ client ] != - 1 )
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{
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#if defined USE_SDKHOOKS
SDKUnhook ( client , SDKHook_StartTouch , AntiStickStartTouch );
#else
ZRTools_UnhookStartTouch ( g_iStartTouchHookID [ client ]);
#endif
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g_iStartTouchHookID [ client ] = - 1 ;
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}
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}
/**
* Callback function for StartTouch .
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*
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* @ param client The client index .
* @ param entity The entity index of the entity being touched .
*/
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#if defined USE_SDKHOOKS
public AntiStickStartTouch ( client , entity )
#else
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public ZRTools_Action : AntiStickStartTouch ( client , entity )
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#endif
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{
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// If antistick is disabled, then stop.
new bool : antistick = GetConVarBool ( g_hCvarsList [ CVAR_ANTISTICK ]);
if ( ! antistick )
{
return ;
}
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// If client isn't in-game, then stop.
if ( ! IsClientInGame ( client ))
{
return ;
}
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// If client is touching themselves, then leave them alone :P
if ( client == entity )
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{
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return ;
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}
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// If touched entity isn't a valid client, then stop.
if ( ! ZRIsClientValid ( entity ))
{
return ;
}
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// If the clients aren't colliding, then stop.
if ( ! AntiStickIsModelBoxColliding ( client , entity ))
{
return ;
}
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// From this point we know that client and entity is more or less within eachother.
LogEvent ( false , LogType_Normal , LOG_DEBUG , LogModule_AntiStick , " Collision " , " Player \" %N \" and \" %N \" are intersecting. Removing collisions. " , client , entity );
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// Get current collision groups of client and entity.
new clientcollisiongroup = AntiStickGetCollisionGroup ( client );
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// Note: If zombies get stuck on infection or stuck in a teleport, they'll
// get the COLLISION_GROUP_PUSHAWAY collision group, so check this
// one too.
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// If the client is in any other collision group than "off", than we must set them to off, to unstick.
if ( clientcollisiongroup != ANTISTICK_COLLISIONS_OFF )
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{
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// Disable collisions to unstick, and start timers to re-solidify.
AntiStickSetCollisionGroup ( client , ANTISTICK_COLLISIONS_OFF );
CreateTimer ( 0.0 , AntiStickSolidifyTimer , client , TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT );
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}
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}
/**
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* Callback for solidify timer .
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*
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* @ param client The client index .
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*/
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public Action : AntiStickSolidifyTimer ( Handle : timer , any : client )
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{
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// If client has left, then stop.
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if ( ! IsClientInGame ( client ))
{
return Plugin_Stop ;
}
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// If the client is dead, then stop.
if ( ! IsPlayerAlive ( client ))
{
return Plugin_Stop ;
}
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// If the client's collisions are already on, then stop.
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if ( AntiStickGetCollisionGroup ( client ) == ANTISTICK_COLLISIONS_ON )
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{
return Plugin_Stop ;
}
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// Loop through all clients and check if client is stuck in them.
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for ( new x = 1 ; x <= MaxClients ; x ++ )
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{
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// If client isn't connected or in-game, then skip it.
if ( ! IsClientConnected ( x ) || ! IsClientInGame ( x ))
{
continue ;
}
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// If the client is dead, then skip it.
if ( ! IsPlayerAlive ( x ))
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{
continue ;
}
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// Don't compare the same clients.
if ( client == x )
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{
continue ;
}
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// If the client is colliding with a client, then allow timer to continue.
if ( AntiStickIsModelBoxColliding ( client , x ))
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{
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return Plugin_Continue ;
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}
}
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// Change collisions back to normal.
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AntiStickSetCollisionGroup ( client , ANTISTICK_COLLISIONS_ON );
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// Debug message. May be useful when calibrating antistick.
LogEvent ( false , LogType_Normal , LOG_DEBUG , LogModule_AntiStick , " Collision " , " Player \" %N \" is no longer intersecting anyone. Applying normal collisions. " , client );
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return Plugin_Stop ;
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}
/**
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* Build the model box by finding all vertices .
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*
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* @ param client The client index .
* @ param boundaries Array with 'AntiStickBoxBounds' for indexes to return bounds into .
* @ param width The width of the model box .
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*/
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stock AntiStickBuildModelBox ( client , Float : boundaries [ AntiStickBoxBound ][ 3 ], Float : width )
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{
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new Float : clientloc [ 3 ];
new Float : twistang [ 3 ];
new Float : cornerang [ 3 ];
new Float : sideloc [ 3 ];
new Float : finalloc [ 4 ][ 3 ];
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// Get needed vector info.
GetClientAbsOrigin ( client , clientloc );
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// Set the pitch to 0.
twistang [ 1 ] = 90.0 ;
cornerang [ 1 ] = 0.0 ;
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for ( new x = 0 ; x < 4 ; x ++ )
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{
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// Jump to point on player's left side.
AntiStickJumpToPoint ( clientloc , twistang , width / 2 , sideloc );
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// From this point, jump to the corner, which would be half the width from the middle of a side.
AntiStickJumpToPoint ( sideloc , cornerang , width / 2 , finalloc [ x ]);
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// Twist 90 degrees to find next side/corner.
twistang [ 1 ] += 90.0 ;
cornerang [ 1 ] += 90.0 ;
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// Fix angles.
if ( twistang [ 1 ] > 180.0 )
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{
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twistang [ 1 ] -= 360.0 ;
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}
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if ( cornerang [ 1 ] > 180.0 )
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{
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cornerang [ 1 ] -= 360.0 ;
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}
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}
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// Copy all horizontal model box data to array.
boundaries [ BoxBound_FUR ][ 0 ] = finalloc [ 3 ][ 0 ];
boundaries [ BoxBound_FUR ][ 1 ] = finalloc [ 3 ][ 1 ];
boundaries [ BoxBound_FUL ][ 0 ] = finalloc [ 0 ][ 0 ];
boundaries [ BoxBound_FUL ][ 1 ] = finalloc [ 0 ][ 1 ];
boundaries [ BoxBound_FDR ][ 0 ] = finalloc [ 3 ][ 0 ];
boundaries [ BoxBound_FDR ][ 1 ] = finalloc [ 3 ][ 1 ];
boundaries [ BoxBound_FDL ][ 0 ] = finalloc [ 0 ][ 0 ];
boundaries [ BoxBound_FDL ][ 1 ] = finalloc [ 0 ][ 1 ];
boundaries [ BoxBound_BUR ][ 0 ] = finalloc [ 2 ][ 0 ];
boundaries [ BoxBound_BUR ][ 1 ] = finalloc [ 2 ][ 1 ];
boundaries [ BoxBound_BUL ][ 0 ] = finalloc [ 1 ][ 0 ];
boundaries [ BoxBound_BUL ][ 1 ] = finalloc [ 1 ][ 1 ];
boundaries [ BoxBound_BDR ][ 0 ] = finalloc [ 2 ][ 0 ];
boundaries [ BoxBound_BDR ][ 1 ] = finalloc [ 2 ][ 1 ];
boundaries [ BoxBound_BDL ][ 0 ] = finalloc [ 1 ][ 0 ];
boundaries [ BoxBound_BDL ][ 1 ] = finalloc [ 1 ][ 1 ];
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// Set Z bounds.
new Float : eyeloc [ 3 ];
GetClientEyePosition ( client , eyeloc );
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boundaries [ BoxBound_FUR ][ 2 ] = eyeloc [ 2 ];
boundaries [ BoxBound_FUL ][ 2 ] = eyeloc [ 2 ];
boundaries [ BoxBound_FDR ][ 2 ] = clientloc [ 2 ] + 15.0 ;
boundaries [ BoxBound_FDL ][ 2 ] = clientloc [ 2 ] + 15.0 ;
boundaries [ BoxBound_BUR ][ 2 ] = eyeloc [ 2 ];
boundaries [ BoxBound_BUL ][ 2 ] = eyeloc [ 2 ];
boundaries [ BoxBound_BDR ][ 2 ] = clientloc [ 2 ] + 15.0 ;
boundaries [ BoxBound_BDL ][ 2 ] = clientloc [ 2 ] + 15.0 ;
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}
/**
* Jumps from a point to another based off angle and distance .
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*
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* @ param vec Point to jump from .
* @ param ang Angle to base jump off of .
* @ param distance Distance to jump
* @ param result Resultant point .
*/
stock AntiStickJumpToPoint ( const Float : vec [ 3 ], const Float : ang [ 3 ], Float : distance , Float : result [ 3 ])
{
new Float : viewvec [ 3 ];
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// Turn client angle, into a vector.
GetAngleVectors ( ang , viewvec , NULL_VECTOR , NULL_VECTOR );
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// Normalize vector.
NormalizeVector ( viewvec , viewvec );
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// Scale to the given distance.
ScaleVector ( viewvec , distance );
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// Add the vectors together.
AddVectors ( vec , viewvec , result );
}
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/**
* Get the max / min value of a 3 D box on any axis .
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*
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* @ param axis The axis to check .
* @ param boundaries The boundaries to check .
* @ param min Return the min value instead .
*/
stock Float : AntiStickGetBoxMaxBoundary ( axis , Float : boundaries [ AntiStickBoxBound ][ 3 ], bool : min = false )
{
// Create 'outlier' with initial value of first boundary.
new Float : outlier = boundaries [ 0 ][ axis ];
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// x = Boundary index. (Start at 1 because we initialized 'outlier' with the 0 index's value)
new size = sizeof ( boundaries );
for ( new x = 1 ; x < size ; x ++ )
{
if ( ! min && boundaries [ x ][ axis ] > outlier )
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{
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outlier = boundaries [ x ][ axis ];
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}
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else if ( min && boundaries [ x ][ axis ] < outlier )
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{
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outlier = boundaries [ x ][ axis ];
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}
}
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// Return value.
return outlier ;
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}
/**
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* Checks if a player is currently stuck within another player .
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*
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* @ param client1 The first client index .
* @ param client2 The second client index .
* @ return True if they are stuck together , false if not .
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*/
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stock bool : AntiStickIsModelBoxColliding ( client1 , client2 )
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{
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new Float : client1modelbox [ AntiStickBoxBound ][ 3 ];
new Float : client2modelbox [ AntiStickBoxBound ][ 3 ];
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// Build model boxes for each client.
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AntiStickBuildModelBox ( client1 , client1modelbox , ANTISTICK_DEFAULT_HULL_WIDTH );
AntiStickBuildModelBox ( client2 , client2modelbox , ANTISTICK_DEFAULT_HULL_WIDTH );
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// Compare x values.
new Float : max1x = AntiStickGetBoxMaxBoundary ( 0 , client1modelbox );
new Float : max2x = AntiStickGetBoxMaxBoundary ( 0 , client2modelbox );
new Float : min1x = AntiStickGetBoxMaxBoundary ( 0 , client1modelbox , true );
new Float : min2x = AntiStickGetBoxMaxBoundary ( 0 , client2modelbox , true );
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if ( max1x < min2x || min1x > max2x )
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{
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return false ;
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}
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// Compare y values.
new Float : max1y = AntiStickGetBoxMaxBoundary ( 1 , client1modelbox );
new Float : max2y = AntiStickGetBoxMaxBoundary ( 1 , client2modelbox );
new Float : min1y = AntiStickGetBoxMaxBoundary ( 1 , client1modelbox , true );
new Float : min2y = AntiStickGetBoxMaxBoundary ( 1 , client2modelbox , true );
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if ( max1y < min2y || min1y > max2y )
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{
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return false ;
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}
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// Compare z values.
new Float : max1z = AntiStickGetBoxMaxBoundary ( 2 , client1modelbox );
new Float : max2z = AntiStickGetBoxMaxBoundary ( 2 , client2modelbox );
new Float : min1z = AntiStickGetBoxMaxBoundary ( 2 , client1modelbox , true );
new Float : min2z = AntiStickGetBoxMaxBoundary ( 2 , client2modelbox , true );
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if ( max1z < min2z || min1z > max2z )
{
return false ;
}
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// They are intersecting.
return true ;
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}
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/**
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* Sets the collision group on a client .
*
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* @ param client The client index .
* @ param collisiongroup Collision group flag .
*/
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AntiStickSetCollisionGroup ( client , collisiongroup )
{
SetEntProp ( client , Prop_Data , " m_CollisionGroup " , collisiongroup );
}
/**
* Gets the collision group on a client .
*
* @ param client The client index .
* @ return The collision group on the client .
*/
AntiStickGetCollisionGroup ( client )
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{
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return GetEntProp ( client , Prop_Data , " m_CollisionGroup " );
}
/**
* Converts a collision group value into a name .
*
* @ param collisiongroup The collision group to convert .
* @ param buffer Destination string buffer .
* @ param maxlen Size of destination buffer .
* @ return Number of cells written .
*/
AntiStickCollisionGroupToString ( collisiongroup , String : buffer [], maxlen )
{
switch ( collisiongroup )
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{
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case COLLISION_GROUP_NONE :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_NONE " );
}
case COLLISION_GROUP_DEBRIS :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_DEBRIS " );
}
case COLLISION_GROUP_DEBRIS_TRIGGER :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_DEBRIS_TRIGGER " );
}
case COLLISION_GROUP_INTERACTIVE_DEBRIS :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_INTERACTIVE_DEBRIS " );
}
case COLLISION_GROUP_INTERACTIVE :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_INTERACTIVE " );
}
case COLLISION_GROUP_PLAYER :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_PLAYER " );
}
case COLLISION_GROUP_BREAKABLE_GLASS :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_BREAKABLE_GLASS " );
}
case COLLISION_GROUP_VEHICLE :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_VEHICLE " );
}
case COLLISION_GROUP_PLAYER_MOVEMENT :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_PLAYER_MOVEMENT " );
}
case COLLISION_GROUP_NPC :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_NPC " );
}
case COLLISION_GROUP_IN_VEHICLE :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_IN_VEHICLE " );
}
case COLLISION_GROUP_WEAPON :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_WEAPON " );
}
case COLLISION_GROUP_VEHICLE_CLIP :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_VEHICLE_CLIP " );
}
case COLLISION_GROUP_PROJECTILE :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_PROJECTILE " );
}
case COLLISION_GROUP_DOOR_BLOCKER :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_DOOR_BLOCKER " );
}
case COLLISION_GROUP_PASSABLE_DOOR :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_PASSABLE_DOOR " );
}
case COLLISION_GROUP_DISSOLVING :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_DISSOLVING " );
}
case COLLISION_GROUP_PUSHAWAY :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_PUSHAWAY " );
}
case COLLISION_GROUP_NPC_ACTOR :
{
return strcopy ( buffer , maxlen , " COLLISION_GROUP_NPC_ACTOR " );
}
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}
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// No match. Write a blank string.
return strcopy ( buffer , maxlen , " " );
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}
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/**
* Command callback ( zr_antistick_dump_group )
* Dumps collision group data .
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*
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* @ param client The client index .
* @ param argc Argument count .
*/
public Action : AntiStickDumpGroupCommand ( client , argc )
{
new collisiongroup ;
new target ;
decl String : groupname [ 64 ];
decl String : arg [ 96 ];
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// Write header.
ReplyToCommand ( client , " Player: Collision group: \n -------------------------------------------------------------------------------- " );
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if ( argc < 1 )
{
// Dump collision groups on all players.
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// Loop through all alive players.
for ( target = 1 ; target <= MaxClients ; target ++ )
{
// Validate client state.
if ( ! IsClientConnected ( target ) || ! IsClientInGame ( target ) || ! IsPlayerAlive ( target ))
{
continue ;
}
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// Get collision group name.
collisiongroup = AntiStickGetCollisionGroup ( target );
AntiStickCollisionGroupToString ( collisiongroup , groupname , sizeof ( groupname ));
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// List player name and collision group.
ReplyToCommand ( client , " %-35N %s " , target , groupname );
}
}
else
{
// Get the target.
GetCmdArg ( 1 , arg , sizeof ( arg ));
target = FindTarget ( client , arg );
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// Validate target.
if ( ZRIsClientValid ( target ))
{
// Get collision group name.
collisiongroup = AntiStickGetCollisionGroup ( target );
AntiStickCollisionGroupToString ( collisiongroup , groupname , sizeof ( groupname ));
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// List player name and collision group.
ReplyToCommand ( client , " %-35N %s " , target , groupname );
}
}
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return Plugin_Handled ;
}