412 lines
13 KiB
SourcePawn
412 lines
13 KiB
SourcePawn
/*
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* tas-xutax.inc file
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* by: xutaxkamay
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#if defined _shavit_tas_xutax_included
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#endinput
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#endif
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#define _shavit_tas_xutax_included
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// reference code for CGameMovement::AirAccelerate & CGameMovement::AirMove at:
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// https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/gamemovement.cpp#L1707-L1799
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stock float AngleNormalize(float flAngle)
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{
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if (flAngle > 180.0)
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flAngle -= 360.0;
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else if (flAngle < -180.0)
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flAngle += 360.0;
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return flAngle;
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}
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stock float Vec2DToYaw(float vec[2])
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{
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float flYaw = 0.0;
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if (vec[0] != 0.0 || vec[1] != 0.0)
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{
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float vecNormalized[2];
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float flLength = SquareRoot(vec[0] * vec[0] + vec[1] * vec[1]);
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vecNormalized[0] = vec[0] / flLength;
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vecNormalized[1] = vec[1] / flLength;
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// Credits to Valve.
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flYaw = ArcTangent2(vecNormalized[1], vecNormalized[0]) * (180.0 / FLOAT_PI);
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flYaw = AngleNormalize(flYaw);
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}
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return flYaw;
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}
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/*
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* So our problem here is to find a wishdir that no matter the angles we choose, it should go to the direction we want.
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* So forward/right vector changing but not sidemove and forwardmove for the case where we modify our angles. (1)
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* But in our case we want sidemove and forwardmove values changing and not the forward/right vectors. (2)
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* So our unknown variables is fmove and smove to know the (2) case. But we know the (1) case so we can solve this into a linear equation.
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* To make it more simplier, we know the wishdir values and forward/right vectors, but we do not know the fowardmove and sidemove variables
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* and that's what we want to solve.
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* That's what is doing this function, but only in 2D since we can only move forward or side.
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* But, for noclip (3D) it's a different story that I will let you discover, same method, but 3 equations and 3 unknown variables (forwardmove, sidemove, upmove).
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*/
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stock void Solve2DMovementsVars(float vecWishDir[2], float vecForward[2], float vecRight[2], float &flForwardMove, float &flSideMove, float flMaxMove)
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{
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// wishdir[0] = foward[0] * forwardmove + right[0] * sidemove;
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// wishdir[1] = foward[1] * forwardmove + right[1] * sidemove;
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// Let's translate this to letters.
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// v = a * b + c * d
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// w = e * b + f * d
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// v = wishdir[0]; w = wishdir[1]...
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// Now let's solve it with online solver https://quickmath.com/webMathematica3/quickmath/equations/solve/advanced.jsp
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// https://cdn.discordapp.com/attachments/609163806085742622/675477245178937385/c3ca4165c30b3b342e57b903a3ded367-3.png
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float v = vecWishDir[0];
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float w = vecWishDir[1];
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float a = vecForward[0];
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float c = vecRight[0];
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float e = vecForward[1];
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float f = vecRight[1];
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float flDivide = (c * e - a * f);
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if(flDivide == 0.0)
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{
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flForwardMove = flMaxMove;
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flSideMove = 0.0;
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}
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else
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{
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flForwardMove = (c * w - f * v) / flDivide;
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flSideMove = (e * v - a * w) / flDivide;
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}
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}
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stock float GetThetaAngleInAir(float flVelocity[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flAirSpeedCap)
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{
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// In order to solve this, we must check that accelspeed < 30
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// so it applies the correct strafing method.
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// So there is basically two cases:
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// if 30 - accelspeed <= 0 -> We use the perpendicular of velocity.
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// but if 30 - accelspeed > 0 the dot product must be equal to = 30 - accelspeed
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// in order to get the best gain.
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// First case is theta == 90
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// How to solve the second case?
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// here we go
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// d = velocity2DLength * cos(theta)
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// cos(theta) = d / velocity2D
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// theta = arcos(d / velocity2D)
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float flAccelSpeed = flAirAccelerate * flMaxSpeed * flSurfaceFriction * flFrametime;
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float flWantedDotProduct = flAirSpeedCap - flAccelSpeed;
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if (flWantedDotProduct > 0.0)
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{
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float flVelLength2D = SquareRoot(flVelocity[0] * flVelocity[0] + flVelocity[1] * flVelocity[1]);
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if(flVelLength2D == 0.0)
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{
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return 90.0;
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}
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float flCosTheta = flWantedDotProduct / flVelLength2D;
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if (flCosTheta > 1.0)
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{
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flCosTheta = 1.0;
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}
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else if(flCosTheta < -1.0)
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{
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flCosTheta = -1.0;
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}
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float flTheta = ArcCosine(flCosTheta) * (180.0 / FLOAT_PI);
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return flTheta;
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}
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else
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{
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return 90.0;
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}
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}
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// Same as above, but this time we calculate max delta angle
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// so we can change between normal strafer and autostrafer depending on the player's viewangles difference.
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/*float GetMaxDeltaInAir(float flVelocity[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime)
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{
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float flAccelSpeed = flAirAccelerate * flMaxSpeed * flSurfaceFriction * flFrametime;
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if (flAccelSpeed >= g_flAirSpeedCap)
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{
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flAccelSpeed = g_flAirSpeedCap;
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}
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float flVelLength2D = SquareRoot(flVelocity[0] * flVelocity[0] + flVelocity[1] * flVelocity[1]);
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float flMaxDelta = ArcTangent2(flAccelSpeed, flVelLength2D) * (180 / FLOAT_PI);
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return flMaxDelta;
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}*/
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stock float SimulateAirAccelerate(float flVelocity[2], float flWishDir[2], float flAirAccelerate, float flMaxSpeed, float flSurfaceFriction, float flFrametime, float flVelocityOutput[2], float flAirSpeedCap)
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{
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float flWishSpeedCapped = flMaxSpeed;
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// Cap speed
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if( flWishSpeedCapped > flAirSpeedCap )
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flWishSpeedCapped = flAirSpeedCap;
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// Determine veer amount
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float flCurrentSpeed = flVelocity[0] * flWishDir[0] + flVelocity[1] * flWishDir[1];
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// See how much to add
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float flAddSpeed = flWishSpeedCapped - flCurrentSpeed;
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// If not adding any, done.
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if( flAddSpeed <= 0.0 )
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{
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return;
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}
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// Determine acceleration speed after acceleration
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float flAccelSpeed = flAirAccelerate * flMaxSpeed * flFrametime * flSurfaceFriction;
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// Cap it
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if( flAccelSpeed > flAddSpeed )
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{
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flAccelSpeed = flAddSpeed;
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}
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flVelocityOutput[0] = flVelocity[0] + flAccelSpeed * flWishDir[0];
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flVelocityOutput[1] = flVelocity[1] + flAccelSpeed * flWishDir[1];
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}
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// The idea is to get the maximum angle
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stock float GetMaxDeltaInAir(float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, bool bLeft, float flAirAccelerate, float flAirSpeedCap)
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{
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float flFrametime = GetTickInterval();
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float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime, flAirSpeedCap);
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// Convert velocity 2D to angle.
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float flYawVelocity = Vec2DToYaw(flVelocity);
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// Get the best yaw direction on the right.
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float flBestYawRight = AngleNormalize(flYawVelocity + flTheta);
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// Get the best yaw direction on the left.
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float flBestYawLeft = AngleNormalize(flYawVelocity - flTheta);
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float flTemp[3], vecBestLeft3D[3], vecBestRight3D[3];
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flTemp[0] = 0.0;
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flTemp[1] = flBestYawLeft;
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flTemp[2] = 0.0;
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GetAngleVectors(flTemp, vecBestLeft3D, NULL_VECTOR, NULL_VECTOR);
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flTemp[0] = 0.0;
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flTemp[1] = flBestYawRight;
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flTemp[2] = 0.0;
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GetAngleVectors(flTemp, vecBestRight3D, NULL_VECTOR, NULL_VECTOR);
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float vecBestRight[2], vecBestLeft[2];
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vecBestRight[0] = vecBestRight3D[0];
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vecBestRight[1] = vecBestRight3D[1];
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vecBestLeft[0] = vecBestLeft3D[0];
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vecBestLeft[1] = vecBestLeft3D[1];
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float flCalcVelocityLeft[2], flCalcVelocityRight[2];
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// Simulate air accelerate function in order to get the new max gain possible on both side.
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SimulateAirAccelerate(flVelocity, vecBestLeft, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityLeft, flAirSpeedCap);
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SimulateAirAccelerate(flVelocity, vecBestRight, flAirAccelerate, flMaxSpeed, flFrametime, flSurfaceFriction, flCalcVelocityRight, flAirSpeedCap);
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float flNewBestYawLeft = Vec2DToYaw(flCalcVelocityLeft);
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float flNewBestYawRight = Vec2DToYaw(flCalcVelocityRight);
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// Then get the difference in order to find the maximum angle.
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if (bLeft)
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{
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return FloatAbs(AngleNormalize(flYawVelocity - flNewBestYawLeft));
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}
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else
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{
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return FloatAbs(AngleNormalize(flYawVelocity - flNewBestYawRight));
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}
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// Do an estimate otherwhise.
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// return FloatAbs(AngleNormalize(flNewBestYawLeft - flNewBestYawRight) / 2.0);
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}
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stock void GetIdealMovementsInAir(float flYawWantedDir, float flVelocity[2], float flMaxSpeed, float flSurfaceFriction, float &flForwardMove, float &flSideMove, bool bPreferRight, float flAirAccelerate, float flMaxMove, float flAirSpeedCap)
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{
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float flFrametime = GetTickInterval();
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float flYawVelocity = Vec2DToYaw(flVelocity);
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// Get theta angle
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float flTheta = GetThetaAngleInAir(flVelocity, flAirAccelerate, flMaxSpeed, flSurfaceFriction, flFrametime, flAirSpeedCap);
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// Get the best yaw direction on the right.
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float flBestYawRight = AngleNormalize(flYawVelocity + flTheta);
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// Get the best yaw direction on the left.
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float flBestYawLeft = AngleNormalize(flYawVelocity - flTheta);
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float vecBestDirLeft[3], vecBestDirRight[3];
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float tempAngle[3];
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tempAngle[0] = 0.0;
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tempAngle[1] = flBestYawRight;
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tempAngle[2] = 0.0;
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GetAngleVectors(tempAngle, vecBestDirRight, NULL_VECTOR, NULL_VECTOR);
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tempAngle[0] = 0.0;
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tempAngle[1] = flBestYawLeft;
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tempAngle[2] = 0.0;
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GetAngleVectors(tempAngle, vecBestDirLeft, NULL_VECTOR, NULL_VECTOR);
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// Our wanted direction.
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float vecBestDir[2];
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// Let's follow the most the wanted direction now with max possible gain.
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float flDiffYaw = AngleNormalize(flYawWantedDir - flYawVelocity);
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if (flDiffYaw > 0.0)
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{
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vecBestDir[0] = vecBestDirRight[0];
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vecBestDir[1] = vecBestDirRight[1];
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}
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else if(flDiffYaw < 0.0)
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{
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vecBestDir[0] = vecBestDirLeft[0];
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vecBestDir[1] = vecBestDirLeft[1];
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}
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else
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{
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// Going straight.
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if (bPreferRight)
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{
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vecBestDir[0] = vecBestDirRight[0];
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vecBestDir[1] = vecBestDirRight[1];
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}
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else
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{
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vecBestDir[0] = vecBestDirLeft[0];
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vecBestDir[1] = vecBestDirLeft[1];
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}
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}
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float vecForwardWantedDir3D[3], vecRightWantedDir3D[3];
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float vecForwardWantedDir[2], vecRightWantedDir[2];
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tempAngle[0] = 0.0;
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tempAngle[1] = flYawWantedDir;
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tempAngle[2] = 0.0;
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// Convert our yaw wanted direction to vectors.
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GetAngleVectors(tempAngle, vecForwardWantedDir3D, vecRightWantedDir3D, NULL_VECTOR);
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vecForwardWantedDir[0] = vecForwardWantedDir3D[0];
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vecForwardWantedDir[1] = vecForwardWantedDir3D[1];
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vecRightWantedDir[0] = vecRightWantedDir3D[0];
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vecRightWantedDir[1] = vecRightWantedDir3D[1];
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// Solve the movement variables from our wanted direction and the best gain direction.
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Solve2DMovementsVars(vecBestDir, vecForwardWantedDir, vecRightWantedDir, flForwardMove, flSideMove, flMaxMove);
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float flLengthMovements = SquareRoot(flForwardMove * flForwardMove + flSideMove * flSideMove);
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if(flLengthMovements != 0.0)
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{
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flForwardMove /= flLengthMovements;
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flSideMove /= flLengthMovements;
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}
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}
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stock Action XutaxOnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2],
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float flAirAccelerate, float flSurfaceFriction, float flAirSpeedCap, float flMaxMove, float flOldYawAngle, float fPower)
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{
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// clear out forward because Surf_W_Okay is nice...
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vel[0] = 0.0;
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float flFowardMove, flSideMove;
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float flMaxSpeed = GetEntPropFloat(client, Prop_Data, "m_flMaxspeed");
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float flVelocity[3], flVelocity2D[2];
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GetEntPropVector(client, Prop_Data, "m_vecVelocity", flVelocity);
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flVelocity2D[0] = flVelocity[0];
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flVelocity2D[1] = flVelocity[1];
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// PrintToChat(client, "%f", SquareRoot(flVelocity2D[0] * flVelocity2D[0] + flVelocity2D[1] * flVelocity2D[1]));
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GetIdealMovementsInAir(angles[1], flVelocity2D, flMaxSpeed, flSurfaceFriction, flFowardMove, flSideMove, true, flAirAccelerate, flMaxMove, flAirSpeedCap);
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float flAngleDifference = AngleNormalize(angles[1] - flOldYawAngle);
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float flCurrentAngles = FloatAbs(flAngleDifference);
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// Right
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if (flAngleDifference < 0.0)
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{
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float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, true, flAirAccelerate, flAirSpeedCap);
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if (flCurrentAngles <= flMaxDelta * fPower)
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{
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vel[0] = flFowardMove * flMaxMove;
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vel[1] = flSideMove * flMaxMove;
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}
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else
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{
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vel[1] = flMaxMove;
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}
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}
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else if (flAngleDifference > 0.0)
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{
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float flMaxDelta = GetMaxDeltaInAir(flVelocity2D, flMaxSpeed, flSurfaceFriction, false, flAirAccelerate, flAirSpeedCap);
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if (flCurrentAngles <= flMaxDelta * fPower)
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{
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vel[0] = flFowardMove * flMaxMove;
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vel[1] = flSideMove * flMaxMove;
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}
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else
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{
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vel[1] = -flMaxMove;
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}
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}
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else
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{
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vel[0] = flFowardMove * flMaxMove;
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vel[1] = flSideMove * flMaxMove;
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}
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return Plugin_Continue;
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}
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