Fixes in antistick. See details.

Added all collision group defines, in case we need them for some reason.
Separated get and set funtions for collision groups.
Added check for COLLISION_GROUP_PUSHAWAY in AntiStickStartTouch. If this collision group isn't added, the solidify timer won't be created. Bug 134 is confirmed fixed after testing.
Lined up zr_antistick_list_models.
Added zr_antistick_dump_group debug command. Lists collision groups on one or more players.
This commit is contained in:
richard 2009-07-21 19:49:20 +02:00
parent 98116d08f7
commit a0164a38ce
2 changed files with 236 additions and 31 deletions

View File

@ -867,13 +867,13 @@
"AntiStick command list models list"
{
"en" "Showing all players' model data...\n------------------------------------------------"
"en" "Player name: Model: Hull width:\n-------------------------------------------------------------------------------------------------------------"
}
"AntiStick command list models name"
{
"#format" "{1:s},{2:s},{3:f}"
"en" "Player Name: {1} | Model Name: {2} | Model Hull Width: {3}"
"#format" "{1:-35s},{2:-51s},{3:-.2f}"
"en" "{1} {2} {3}"
}
"AntiStick command set width successful"

View File

@ -27,12 +27,32 @@
/**
* @section Collision values.
*/
*/
#define ANTISTICK_COLLISIONS_OFF 2
#define ANTISTICK_COLLISIONS_ON 5
#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. */
#define COLLISION_GROUP_NPC_ACTOR 18 /** Used so NPCs in scripts ignore the player. */
/**
* @endsection
*/
*/
/**
* Default player hull width.
@ -80,6 +100,8 @@ AntiStickOnCommandsCreate()
// Create admin command to set model hull width.
RegAdminCmd("zr_antistick_set_width", AntiStickSetWidthCommand, ADMFLAG_GENERIC, "Sets the width of a model's hull. (See zr_antistick_list_models) Usage: zr_antistick_set_width <model/player> <width>");
RegConsoleCmd("zr_antistick_dump_group", AntiStickDumpGroupCommand, "Dumps collision group data on one or more players. Usage zr_antistick_dump_group [#userid|name]");
}
/**
@ -279,45 +301,69 @@ public ZRTools_Action:AntiStickStartTouch(client, entity)
return;
}
// Disable collisions to unstick, and start timers to re-solidify.
if (AntiStickClientCollisionGroup(client) == ANTISTICK_COLLISIONS_ON)
// 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);
// Get current collision groups of client and entity.
new clientcollisiongroup = AntiStickGetCollisionGroup(client);
new entitycollisiongroup = AntiStickGetCollisionGroup(entity);
// 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.
// Check if the client have collisions enabled, or have the pushaway collision group.
if (clientcollisiongroup == ANTISTICK_COLLISIONS_ON || clientcollisiongroup == COLLISION_GROUP_PUSHAWAY)
{
AntiStickClientCollisionGroup(client, true, ANTISTICK_COLLISIONS_OFF);
CreateTimer(0.0, AntiStickSolidifyTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
// 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);
}
if (AntiStickClientCollisionGroup(entity) == ANTISTICK_COLLISIONS_ON)
// Check if the entity have collisions enabled, or have the pushaway collision group.
if (entitycollisiongroup == ANTISTICK_COLLISIONS_ON || entitycollisiongroup == COLLISION_GROUP_PUSHAWAY)
{
AntiStickClientCollisionGroup(entity, true, ANTISTICK_COLLISIONS_OFF);
CreateTimer(0.0, AntiStickSolidifyTimer, entity, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
AntiStickSetCollisionGroup(entity, ANTISTICK_COLLISIONS_OFF);
CreateTimer(0.0, AntiStickSolidifyTimer, entity, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
}
}
/**
* Callback function for EndTouch.
* Callback for solidify timer.
*
* @param client The client index.
* @param entity The entity index of the entity being touched.
*/
public Action:AntiStickSolidifyTimer(Handle:timer, any:client)
{
// If client has left, then stop the timer.
// If client has left, then stop.
if (!IsClientInGame(client))
{
return Plugin_Stop;
}
// If the client's collisions are already on, then stop.
if (AntiStickClientCollisionGroup(client) == ANTISTICK_COLLISIONS_ON)
// If the client is dead, then stop.
if (!IsPlayerAlive(client))
{
return Plugin_Stop;
}
// Loop through all client's and check if client is stuck in them.
// If the client's collisions are already on, then stop.
if (AntiStickGetCollisionGroup(client) == ANTISTICK_COLLISIONS_ON)
{
return Plugin_Stop;
}
// Loop through all clients and check if client is stuck in them.
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
// If client isn't connected or in-game, then skip it.
if (!IsClientConnected(x) || !IsClientInGame(x))
{
continue;
}
// If the client is dead, then skip it.
if (!IsPlayerAlive(x))
{
continue;
}
@ -336,7 +382,10 @@ public Action:AntiStickSolidifyTimer(Handle:timer, any:client)
}
// Change collisions back to normal.
AntiStickClientCollisionGroup(client, true, ANTISTICK_COLLISIONS_ON);
AntiStickSetCollisionGroup(client, ANTISTICK_COLLISIONS_ON);
// 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);
return Plugin_Stop;
}
@ -532,21 +581,119 @@ stock bool:AntiStickIsModelBoxColliding(client1, client2)
}
/**
* Set collision group flags on a client.
* Sets the collision group on a client.
*
* @param client The client index.
* @param collisiongroup Collision group flag.
* @return The collision group on the client, -1 if applying collision group.
*/
AntiStickClientCollisionGroup(client, bool:apply = false, collisiongroup = 0)
AntiStickSetCollisionGroup(client, collisiongroup)
{
if (apply)
{
SetEntProp(client, Prop_Data, "m_CollisionGroup", collisiongroup);
}
return -1;
/**
* Gets the collision group on a client.
*
* @param client The client index.
* @return The collision group on the client.
*/
AntiStickGetCollisionGroup(client)
{
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)
{
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");
}
}
return GetEntProp(client, Prop_Data, "m_CollisionGroup");
// No match. Write a blank string.
return strcopy(buffer, maxlen, "");
}
/**
@ -644,3 +791,61 @@ public Action:AntiStickSetWidthCommand(client, argc)
return Plugin_Handled;
}
/**
* Command callback (zr_antistick_dump_group)
* Dumps collision group data.
*
* @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];
// Write header.
ReplyToCommand(client, "Player: Collision group:\n--------------------------------------------------------------------------------");
if (argc < 1)
{
// Dump collision groups on all players.
// Loop through all alive players.
for (target = 1; target <= MaxClients; target++)
{
// Validate client state.
if (!IsClientConnected(target) || !IsClientInGame(target) || !IsPlayerAlive(target))
{
continue;
}
// Get collision group name.
collisiongroup = AntiStickGetCollisionGroup(target);
AntiStickCollisionGroupToString(collisiongroup, groupname, sizeof(groupname));
// 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);
// Validate target.
if (ZRIsClientValid(target))
{
// Get collision group name.
collisiongroup = AntiStickGetCollisionGroup(target);
AntiStickCollisionGroupToString(collisiongroup, groupname, sizeof(groupname));
// List player name and collision group.
ReplyToCommand(client, "%-35N %s", target, groupname);
}
}
return Plugin_Handled;
}