sm-zombiereloaded-3/src/zr/antistick.inc

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/**
* ====================
* Zombie:Reloaded
* File: antistick.inc
* Author: Greyscale
* ====================
*/
/**
* @section Offsets relating to player hull dimensions.
*/
#define PLAYER_HULL_XY_OFFSET 32
#define PLAYER_HULL_Z_OFFSET 12
#define PLAYER_HULL_STACK_OFFSET 14
/**
* @endsection
*/
/**
* Handle to keep track of AntiStickTimer.
*/
new Handle:tAntiStick = INVALID_HANDLE;
/**
* Map is starting.
*/
AntiStickOnMapStart()
{
// Reset timer handle.
tAntiStick = INVALID_HANDLE;
}
/**
* The round is starting.
*/
AntiStickOnRoundStart()
{
// If timer is running, kill it.
if (tAntiStick != INVALID_HANDLE)
{
KillTimer(tAntiStick);
}
// If antistick is disabled, then stop.
new bool:antistick = GetConVarBool(g_hCvarsList[CVAR_ANTISTICK]);
if (!antistick)
{
return;
}
new Float:interval = GetConVarFloat(g_hCvarsList[CVAR_ANTISTICK_INTERVAL]);
tAntiStick = CreateTimer(interval, AntiStickTimer, _, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
}
/**
* Checks if a player is currently stuck within another player.
*
* @param client The client index.
* @return The client index of the other stuck player, -1 when
* player is not stuck.
*/
AntiStickIsStuck(client)
{
new Float:clientloc[3];
new Float:stuckloc[3];
GetClientAbsOrigin(client, clientloc);
// x = client index.
for (new x = 1; x <= MaxClients; x++)
{
// Validate player is in-game, alive, and isn't the player being checked. ('client')
if (!IsClientInGame(x) || !IsPlayerAlive(x) || x == client)
{
continue;
}
GetClientAbsOrigin(x, stuckloc);
// x-y plane distance formula: sqrt((x2-x1)^2 + (y2-y1)^2)
new Float:xydistance = SquareRoot(Pow(stuckloc[0] - clientloc[0], 2.0) + Pow(stuckloc[1] - clientloc[1], 2.0));
if (xydistance < PLAYER_HULL_XY_OFFSET)
{
if (clientloc[2] <= stuckloc[2])
{
new Float:eyeloc[3];
GetClientEyePosition(client, eyeloc);
// Get the distance between the eyes and feet and subtract the stack "view crush."
new Float:eyedistance = FloatAbs(eyeloc[2] - clientloc[2]) - PLAYER_HULL_STACK_OFFSET;
new Float:zdistance = FloatAbs(stuckloc[2] - clientloc[2]);
if (zdistance <= eyedistance + PLAYER_HULL_Z_OFFSET)
{
return x;
}
}
}
}
return -1;
}
/**
* Timer callback, automatically unsticks players that are stuck together.
*/
public Action:AntiStickTimer(Handle:timer)
{
// x = client index
for (new x = 1; x <= MaxClients; x++)
{
// Validate player is in-game and alive.
if (!IsClientInGame(x) || !IsPlayerAlive(x))
{
continue;
}
// Stop if the player isn't stuck.
new stuckindex = AntiStickIsStuck(x);
if (stuckindex == -1)
{
continue;
}
if (CanCollide(x))
{
NoCollide(x, true);
CreateTimer(0.5, AntiStickSolidify, x, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
}
if (CanCollide(stuckindex))
{
NoCollide(stuckindex, true);
CreateTimer(0.5, AntiStickSolidify, stuckindex, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
}
}
}
/**
* Repeated timer function.
* Re-solidifies a player being unstuck.
*
* @param timer The timer handle.
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* @param client The client index.
*/
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public Action:AntiStickSolidify(Handle:timer, any:client)
{
// Validate player is in-game, alive, and is being unstuck.
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if (!IsClientInGame(client) || !IsPlayerAlive(client) || CanCollide(client))
{
return Plugin_Stop;
}
// Stop if the player is still stuck.
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if (AntiStickIsStuck(client) > -1)
{
return Plugin_Continue;
}
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NoCollide(client, false);
return Plugin_Stop;
}