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;
/**
* Restarts the AntiStickTimer function.
*/
AntiStickRestart()
{
if (tAntiStick != INVALID_HANDLE)
{
KillTimer(tAntiStick);
}
new bool:antistick = GetConVarBool(gCvars[CVAR_ANTISTICK]);
if (antistick)
{
new Float:interval = GetConVarFloat(gCvars[CVAR_ANTISTICK_INTERVAL]);
tAntiStick = CreateTimer(interval, AntiStickTimer, _, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
}
}
/**
* Resets the handle that keeps track of the AntiStickTimer function.
*/
AntiStickReset()
{
tAntiStick = INVALID_HANDLE;
}
/**
* 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
new maxplayers = GetMaxClients();
for (new x = 1; x <= maxplayers; 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];
GetPlayerEyePosition(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;
}
/**
* Repeated timer function.
* Automatically unsticks players that are stuck together.
*/
public Action:AntiStickTimer(Handle:timer)
{
// x = client index
new maxplayers = GetMaxClients();
for (new x = 1; x <= maxplayers; 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 index The client index.
*/
public Action:AntiStickSolidify(Handle:timer, any:index)
{
// Validate player is in-game, alive, and is being unstuck
if (!IsClientInGame(index) || !IsPlayerAlive(index) || CanCollide(index))
{
return Plugin_Stop;
}
// Stop if the player is still stuck
if (AntiStickIsStuck(index) > -1)
{
return Plugin_Continue;
}
NoCollide(index, false);
return Plugin_Stop;
}