Merged heads.
This commit is contained in:
commit
ac2fed1451
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@ -867,13 +867,13 @@
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"AntiStick command list models list"
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{
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"en" "Showing all players' model data...\n------------------------------------------------"
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"en" "Player name: Model: Hull width:\n-------------------------------------------------------------------------------------------------------------"
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}
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"AntiStick command list models name"
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{
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"#format" "{1:s},{2:s},{3:f}"
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"en" "Player Name: {1} | Model Name: {2} | Model Hull Width: {3}"
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"#format" "{1:-35s},{2:-51s},{3:-.2f}"
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"en" "{1} {2} {3}"
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}
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"AntiStick command set width successful"
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@ -160,8 +160,8 @@ zr_classes_default_human "random"
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zr_classes_default_zombie "random"
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// Zombie class assigned to mother zombies. ["motherzombies" = Random mother zombie class | "random" = Random regular zombie class | "disabled" = Don't change class on mother zombies]
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// Default: "random"
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zr_classes_default_mother_zombie "random"
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// Default: "motherzombies"
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zr_classes_default_mother_zombie "motherzombies"
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// Menu
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@ -27,12 +27,32 @@
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/**
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* @section Collision values.
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*/
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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_NPC_ACTOR 18 /** Used so NPCs in scripts ignore the player. */
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/**
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* @endsection
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*/
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*/
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/**
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* Default player hull width.
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@ -80,6 +100,8 @@ AntiStickOnCommandsCreate()
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// Create admin command to set model hull width.
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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>");
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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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@ -278,46 +300,70 @@ public ZRTools_Action:AntiStickStartTouch(client, entity)
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{
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return;
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}
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// From this point we know that client and entity is more or less within eachother.
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LogEvent(false, LogType_Normal, LOG_DEBUG, LogModule_AntiStick, "Collision", "Player \"%N\" and \"%N\" are intersecting. Removing collisions.", client, entity);
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// Disable collisions to unstick, and start timers to re-solidify.
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if (AntiStickClientCollisionGroup(client) == ANTISTICK_COLLISIONS_ON)
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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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{
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AntiStickClientCollisionGroup(client, true, ANTISTICK_COLLISIONS_OFF);
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CreateTimer(0.0, AntiStickSolidifyTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
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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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if (AntiStickClientCollisionGroup(entity) == ANTISTICK_COLLISIONS_ON)
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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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AntiStickClientCollisionGroup(entity, true, ANTISTICK_COLLISIONS_OFF);
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CreateTimer(0.0, AntiStickSolidifyTimer, entity, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
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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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* Callback function for EndTouch.
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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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* @param entity The entity index of the entity being touched.
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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 the timer.
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// If client has left, then stop.
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if (!IsClientInGame(client))
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{
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return Plugin_Stop;
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}
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// If the client's collisions are already on, then stop.
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if (AntiStickClientCollisionGroup(client) == ANTISTICK_COLLISIONS_ON)
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// If the client is dead, then stop.
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if (!IsPlayerAlive(client))
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{
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return Plugin_Stop;
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}
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// Loop through all client's and check if client is stuck in them.
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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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{
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return Plugin_Stop;
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}
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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 in-game, then stop.
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if (!IsClientInGame(x))
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// If client isn't connected or in-game, then skip it.
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if (!IsClientConnected(x) || !IsClientInGame(x))
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{
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continue;
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}
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// If the client is dead, then skip it.
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if (!IsPlayerAlive(x))
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{
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continue;
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}
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@ -336,7 +382,10 @@ public Action:AntiStickSolidifyTimer(Handle:timer, any:client)
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}
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// Change collisions back to normal.
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AntiStickClientCollisionGroup(client, true, ANTISTICK_COLLISIONS_ON);
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AntiStickSetCollisionGroup(client, ANTISTICK_COLLISIONS_ON);
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// Debug message. May be useful when calibrating antistick.
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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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@ -443,7 +492,7 @@ stock AntiStickJumpToPoint(const Float:vec[3], const Float:ang[3], Float:distanc
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// Add the vectors together.
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AddVectors(vec, viewvec, result);
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}
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/**
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* Get the max/min value of a 3D box on any axis.
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*
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}
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/**
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* Set collision group flags on a client.
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* Sets the collision group on a client.
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*
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* @param client The client index.
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* @param collisiongroup Collision group flag.
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* @return The collision group on the client, -1 if applying collision group.
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*/
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AntiStickClientCollisionGroup(client, bool:apply = false, collisiongroup = 0)
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AntiStickSetCollisionGroup(client, collisiongroup)
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{
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if (apply)
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SetEntProp(client, Prop_Data, "m_CollisionGroup", collisiongroup);
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}
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/**
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* Gets the collision group on a client.
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*
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* @param client The client index.
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* @return The collision group on the client.
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*/
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AntiStickGetCollisionGroup(client)
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{
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return GetEntProp(client, Prop_Data, "m_CollisionGroup");
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}
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/**
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* Converts a collision group value into a name.
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*
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* @param collisiongroup The collision group to convert.
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* @param buffer Destination string buffer.
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* @param maxlen Size of destination buffer.
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* @return Number of cells written.
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*/
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AntiStickCollisionGroupToString(collisiongroup, String:buffer[], maxlen)
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{
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switch (collisiongroup)
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{
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SetEntProp(client, Prop_Data, "m_CollisionGroup", collisiongroup);
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return -1;
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case COLLISION_GROUP_NONE:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_NONE");
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}
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case COLLISION_GROUP_DEBRIS:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_DEBRIS");
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}
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case COLLISION_GROUP_DEBRIS_TRIGGER:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_DEBRIS_TRIGGER");
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}
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case COLLISION_GROUP_INTERACTIVE_DEBRIS:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_INTERACTIVE_DEBRIS");
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}
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case COLLISION_GROUP_INTERACTIVE:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_INTERACTIVE");
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}
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case COLLISION_GROUP_PLAYER:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_PLAYER");
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}
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case COLLISION_GROUP_BREAKABLE_GLASS:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_BREAKABLE_GLASS");
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}
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case COLLISION_GROUP_VEHICLE:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_VEHICLE");
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}
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case COLLISION_GROUP_PLAYER_MOVEMENT:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_PLAYER_MOVEMENT");
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}
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case COLLISION_GROUP_NPC:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_NPC");
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}
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case COLLISION_GROUP_IN_VEHICLE:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_IN_VEHICLE");
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}
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case COLLISION_GROUP_WEAPON:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_WEAPON");
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}
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case COLLISION_GROUP_VEHICLE_CLIP:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_VEHICLE_CLIP");
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}
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case COLLISION_GROUP_PROJECTILE:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_PROJECTILE");
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}
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case COLLISION_GROUP_DOOR_BLOCKER:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_DOOR_BLOCKER");
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}
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case COLLISION_GROUP_PASSABLE_DOOR:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_PASSABLE_DOOR");
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}
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case COLLISION_GROUP_DISSOLVING:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_DISSOLVING");
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}
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case COLLISION_GROUP_PUSHAWAY:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_PUSHAWAY");
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}
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case COLLISION_GROUP_NPC_ACTOR:
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{
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return strcopy(buffer, maxlen, "COLLISION_GROUP_NPC_ACTOR");
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}
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}
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return GetEntProp(client, Prop_Data, "m_CollisionGroup");
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// No match. Write a blank string.
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return strcopy(buffer, maxlen, "");
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}
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/**
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@ -643,4 +790,62 @@ public Action:AntiStickSetWidthCommand(client, argc)
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return Plugin_Handled;
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}
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/**
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* Command callback (zr_antistick_dump_group)
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* Dumps collision group data.
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*
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* @param client The client index.
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* @param argc Argument count.
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*/
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public Action:AntiStickDumpGroupCommand(client, argc)
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{
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new collisiongroup;
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new target;
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decl String:groupname[64];
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decl String:arg[96];
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// Write header.
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ReplyToCommand(client, "Player: Collision group:\n--------------------------------------------------------------------------------");
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if (argc < 1)
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{
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// Dump collision groups on all players.
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// Loop through all alive players.
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for (target = 1; target <= MaxClients; target++)
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{
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// Validate client state.
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if (!IsClientConnected(target) || !IsClientInGame(target) || !IsPlayerAlive(target))
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{
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continue;
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}
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// Get collision group name.
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collisiongroup = AntiStickGetCollisionGroup(target);
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AntiStickCollisionGroupToString(collisiongroup, groupname, sizeof(groupname));
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// List player name and collision group.
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ReplyToCommand(client, "%-35N %s", target, groupname);
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}
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}
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else
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{
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// Get the target.
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GetCmdArg(1, arg, sizeof(arg));
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target = FindTarget(client, arg);
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// Validate target.
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if (ZRIsClientValid(target))
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{
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// Get collision group name.
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collisiongroup = AntiStickGetCollisionGroup(target);
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AntiStickCollisionGroupToString(collisiongroup, groupname, sizeof(groupname));
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// List player name and collision group.
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ReplyToCommand(client, "%-35N %s", target, groupname);
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}
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}
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return Plugin_Handled;
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}
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Block a user