Updated antistick, small performance gain.
Modified any multi-valued cvars to accept "1,2" instead of only "1, 2" and made a cosmetic change to get array sizes.
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@ -28,28 +28,28 @@
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/**
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* @section Collision values.
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*/
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#define ANTISTICK_COLLISIONS_OFF 2
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#define ANTISTICK_COLLISIONS_ON 5
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#define COLLISION_GROUP_NONE 0 /** Default; collides with static and dynamic objects. */
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#define COLLISION_GROUP_DEBRIS 1 /** Collides with nothing but world and static stuff. */
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#define COLLISION_GROUP_DEBRIS_TRIGGER 2 /** Same as debris, but hits triggers. */
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#define COLLISION_GROUP_INTERACTIVE_DEBRIS 3 /** Collides with everything except other interactive debris or debris. */
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#define COLLISION_GROUP_INTERACTIVE 4 /** Collides with everything except interactive debris or debris. */
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#define COLLISION_GROUP_PLAYER 5 /** This is the default behavior expected for most prop_physics. */
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#define COLLISION_GROUP_BREAKABLE_GLASS 6 /** Special group for glass debris. */
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#define COLLISION_GROUP_VEHICLE 7 /** Collision group for driveable vehicles. */
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#define COLLISION_GROUP_PLAYER_MOVEMENT 8 /** For HL2, same as Collision_Group_Player. */
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#define COLLISION_GROUP_NPC 9 /** Generic NPC group. */
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#define COLLISION_GROUP_IN_VEHICLE 10 /** For any entity inside a vehicle. */
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#define COLLISION_GROUP_WEAPON 11 /** For any weapons that need collision detection. */
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#define COLLISION_GROUP_VEHICLE_CLIP 12 /** Vehicle clip brush to restrict vehicle movement. */
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#define COLLISION_GROUP_PROJECTILE 13 /** Projectiles. */
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#define COLLISION_GROUP_DOOR_BLOCKER 14 /** Blocks entities not permitted to get near moving doors. */
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#define COLLISION_GROUP_PASSABLE_DOOR 15 /** Doors that the player shouldn't collide with. */
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#define COLLISION_GROUP_DISSOLVING 16 /** Things that are dissolving are in this group. */
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#define COLLISION_GROUP_PUSHAWAY 17 /** Nonsolid on client and server, pushaway in player code. */
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#define COLLISION_GROUP_NONE 0 /** Default; collides with static and dynamic objects. */
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#define COLLISION_GROUP_DEBRIS 1 /** Collides with nothing but world and static stuff. */
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#define COLLISION_GROUP_DEBRIS_TRIGGER 2 /** Same as debris, but hits triggers. */
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#define COLLISION_GROUP_INTERACTIVE_DEBRIS 3 /** Collides with everything except other interactive debris or debris. */
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#define COLLISION_GROUP_INTERACTIVE 4 /** Collides with everything except interactive debris or debris. */
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#define COLLISION_GROUP_PLAYER 5 /** This is the default behavior expected for most prop_physics. */
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#define COLLISION_GROUP_BREAKABLE_GLASS 6 /** Special group for glass debris. */
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#define COLLISION_GROUP_VEHICLE 7 /** Collision group for driveable vehicles. */
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#define COLLISION_GROUP_PLAYER_MOVEMENT 8 /** For HL2, same as Collision_Group_Player. */
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#define COLLISION_GROUP_NPC 9 /** Generic NPC group. */
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#define COLLISION_GROUP_IN_VEHICLE 10 /** For any entity inside a vehicle. */
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#define COLLISION_GROUP_WEAPON 11 /** For any weapons that need collision detection. */
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#define COLLISION_GROUP_VEHICLE_CLIP 12 /** Vehicle clip brush to restrict vehicle movement. */
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#define COLLISION_GROUP_PROJECTILE 13 /** Projectiles. */
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#define COLLISION_GROUP_DOOR_BLOCKER 14 /** Blocks entities not permitted to get near moving doors. */
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#define COLLISION_GROUP_PASSABLE_DOOR 15 /** Doors that the player shouldn't collide with. */
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#define COLLISION_GROUP_DISSOLVING 16 /** Things that are dissolving are in this group. */
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#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
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#define ANTISTICK_COLLISIONS_ON COLLISION_GROUP_PLAYER
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/**
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* @endsection
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*/
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@ -306,26 +306,18 @@ public ZRTools_Action:AntiStickStartTouch(client, entity)
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// Get current collision groups of client and entity.
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new clientcollisiongroup = AntiStickGetCollisionGroup(client);
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new entitycollisiongroup = AntiStickGetCollisionGroup(entity);
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// Note: If zombies get stuck on infection or stuck in a teleport, they'll
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// get the COLLISION_GROUP_PUSHAWAY collision group, so check this
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// one too.
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// Check if the client have collisions enabled, or have the pushaway collision group.
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if (clientcollisiongroup == ANTISTICK_COLLISIONS_ON || clientcollisiongroup == COLLISION_GROUP_PUSHAWAY)
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// If the client is in any other collision group than "off", than we must set them to off, to unstick.
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if (clientcollisiongroup != ANTISTICK_COLLISIONS_OFF)
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{
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// Disable collisions to unstick, and start timers to re-solidify.
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AntiStickSetCollisionGroup(client, ANTISTICK_COLLISIONS_OFF);
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CreateTimer(0.0, AntiStickSolidifyTimer, client, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
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}
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// Check if the entity have collisions enabled, or have the pushaway collision group.
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if (entitycollisiongroup == ANTISTICK_COLLISIONS_ON || entitycollisiongroup == COLLISION_GROUP_PUSHAWAY)
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{
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AntiStickSetCollisionGroup(entity, ANTISTICK_COLLISIONS_OFF);
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CreateTimer(0.0, AntiStickSolidifyTimer, entity, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
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}
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}
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/**
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@ -66,12 +66,15 @@ DamageOnCommandsHook()
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new String:arrayCmds[DAMAGE_SUICIDE_MAX_CMDS][DAMAGE_SUICIDE_MAX_LENGTH];
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// Explode string into array indexes.
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new cmdcount = ExplodeString(suicidecmds, ", ", arrayCmds, DAMAGE_SUICIDE_MAX_CMDS, DAMAGE_SUICIDE_MAX_LENGTH);
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new cmdcount = ExplodeString(suicidecmds, ",", arrayCmds, sizeof(arrayCmds), sizeof(arrayCmds[]));
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// x = Array index.
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// arrayCmds[x] = suicide command.
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for (new x = 0; x <= cmdcount - 1; x++)
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{
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// Trim whitespace.
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TrimString(arrayCmds[x]);
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// Prepare intercept for this command.
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RegConsoleCmd(arrayCmds[x], DamageSuicideIntercept);
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}
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@ -96,7 +96,7 @@ ModelsLoad()
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ModelReturnPath(x, modelbase, sizeof(modelbase));
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// Explode path into pieces. (separated by "/")
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new strings = ExplodeString(modelbase, "/", baseexploded, MODELS_PATH_MAX_DEPTH, MODELS_PATH_DIR_MAX_LENGTH);
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new strings = ExplodeString(modelbase, "/", baseexploded, sizeof(baseexploded), sizeof(baseexploded[]));
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// Get model file name.
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strcopy(modelname, sizeof(modelname), baseexploded[strings - 1]);
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@ -57,12 +57,15 @@ ClassOverlayOnCommandsHook()
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new String:arrayCmds[CLASSOVERLAY_TOGGLE_MAX_CMDS][CLASSOVERLAY_TOGGLE_MAX_LENGTH];
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// Explode string into array indexes.
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new cmdcount = ExplodeString(togglecmds, ", ", arrayCmds, CLASSOVERLAY_TOGGLE_MAX_CMDS, CLASSOVERLAY_TOGGLE_MAX_LENGTH);
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new cmdcount = ExplodeString(togglecmds, ",", arrayCmds, sizeof(arrayCmds), sizeof(arrayCmds[]));
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// x = Array index.
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// arrayCmds[x] = suicide command.
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for (new x = 0; x <= cmdcount - 1; x++)
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{
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// Trim whitespace.
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TrimString(arrayCmds[x]);
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// Prepare intercept for this command.
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RegConsoleCmd(arrayCmds[x], ClassOverlayEnableCommand);
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}
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@ -98,7 +98,7 @@ RestrictLoad()
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{
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WeaponsGetType(x, weapontype, sizeof(weapontype));
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ExplodeString(weapontype, ",", weapontypes, WEAPONS_RESTRICT_MAX_TYPES, WEAPONS_MAX_LENGTH);
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ExplodeString(weapontype, ",", weapontypes, sizeof(weapontypes), sizeof(weapontypes[]));
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for (new y = 0; y < WEAPONS_RESTRICT_MAX_TYPES; y++)
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{
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// Cut off whitespace.
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@ -498,7 +498,7 @@ stock RestrictGetTypeWeapons(index, &Handle:arrayTypeWeapons)
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{
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WeaponsGetType(x, weapontype, sizeof(weapontype));
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ExplodeString(weapontype, ",", weapontypes, WEAPONS_RESTRICT_MAX_TYPES, WEAPONS_MAX_LENGTH);
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ExplodeString(weapontype, ",", weapontypes, sizeof(weapontypes), sizeof(weapontypes[]));
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for (new y = 0; y < WEAPONS_RESTRICT_MAX_TYPES; y++)
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{
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// Cut off whitespace.
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