mirror of
https://github.com/Pinsplash/halflife2chaos.git
synced 2024-10-29 23:32:38 +01:00
more fixes
vehicles no longer use node teleporting when teleported by Teleporter Bullets as it didn't work well unstuck code: fixed collision group not being set back correctly depending on ducking state vphysics things teleported by Teleporter Bullets now use the "proper" Teleport() as opposed to SetAbsOrigin() which tends to have issues fixed mounted guns acting weird when teleported by Teleporter Bullets unstuck searching now has more angular granularity once it is testing spots that are more than half the distance to the max distance. (Teleporter Bullets, shoot the curve of the first pipe in d1_canals_12 with the airboat gun)
This commit is contained in:
parent
9e1b5f89ad
commit
f9619f07ad
@ -179,3 +179,8 @@ void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, i
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{
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debugoverlay->AddLineOverlay( vecAbsStart + Vector( 0,0,0.1), vecAbsEnd + Vector( 0,0,0.1), r,g,b, test, duration );
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}
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void DebugSweptBox(const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
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const Vector &hullMax, int r, int g, int b, float duration)
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{
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debugoverlay->AddSweptBoxOverlay(vecAbsStart, vecAbsEnd, hullMin, hullMax, vec3_angle, r, g, b, 255, duration);
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}
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@ -1539,7 +1539,7 @@ public:
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public:
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bool GetUnstuck(float flMaxDist, int flags = 0);
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bool FindPassableSpace(const Vector direction, float step, Vector& oldorigin, CUtlVector<Vector> &vecBadDirections, int flags = 0);
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bool FindOffsetSpot(Vector forward, int FFlip, Vector right, int RFlip, Vector up, int UFlip, Vector& vecGoodSpot, int flDist, CUtlVector<Vector> &vecBadDirections, int flags = 0);
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bool FindOffsetSpot(Vector forward, float FFlip, Vector right, float RFlip, Vector up, float UFlip, Vector& vecGoodSpot, int flDist, CUtlVector<Vector> &vecBadDirections, int flags = 0);
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bool CheckIfBelowGround(Vector vecPos, bool bNoDebug);
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bool PutAtNearestNode(float flMaxDist, bool bNoDebug);
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// Add a discontinuity to a step
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@ -242,6 +242,11 @@ void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, i
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{
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NDebugOverlay::Line( vecAbsStart + Vector( 0,0,0.1), vecAbsEnd + Vector( 0,0,0.1), r,g,b, test, duration );
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}
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void DebugSweptBox(const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
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const Vector &hullMax, int r, int g, int b, float duration)
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{
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NDebugOverlay::SweptBox(vecAbsStart, vecAbsEnd, hullMin, hullMax, vec3_angle, r, g, b, 255, duration);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow all debug overlays to be cleared at once
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@ -30,5 +30,5 @@ extern void UTIL_DrawPositioningOverlay( float flCrossDistance );
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extern void UTIL_DrawOverlayLines( void );
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extern void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration );
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extern void DebugSweptBox(const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, const Vector &hullMax, int r, int g, int b, float duration);
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#endif // NDEBUGOVERLAY_H
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@ -1978,12 +1978,15 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
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}
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if (chaos_bullet_teleport.GetBool())
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{
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bool bTeleport = false;
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Vector vecFinal = tr.endpos - vecDir * 5;//push them a bit out of the wall cause reasons
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QAngle aAngle = GetAbsAngles();
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Vector vecVel = GetAbsVelocity();
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if (IsCombatCharacter())
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{
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//Vector vecShootOffset = GetAbsOrigin() - MyCombatCharacterPointer()->Weapon_ShootPosition();
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//SetAbsOrigin();//position gun was shot from does not match our origin
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Vector vecFinal = tr.endpos - vecDir * 5;//push them a bit out of the wall cause reasons
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if (unstuck_debug.GetBool())
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if (unstuck_debug.GetInt() == 1)
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{
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NDebugOverlay::Cross3D(vecFinal, 16, 0, 0, 255, true, 30);
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NDebugOverlay::Line(MyCombatCharacterPointer()->Weapon_ShootPosition(), vecFinal, 0, 0, 255, true, 30);
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@ -1992,9 +1995,7 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
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Vector vecShootPos = GetAbsOrigin() - MyCombatCharacterPointer()->Weapon_ShootPosition();
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UTIL_TraceLine(vecFinal, vecFinal + vecShootPos, MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &zFixTrace);
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vecFinal = zFixTrace.endpos;
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if (unstuck_debug.GetBool()) NDebugOverlay::Cross3D(vecFinal, 16, 255, 0, 255, true, 30);
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QAngle aAngle = GetAbsAngles();
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Vector vecVel = GetAbsVelocity();
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if (unstuck_debug.GetInt() == 1) NDebugOverlay::Cross3D(vecFinal, 16, 255, 0, 255, true, 30);
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bool bSleep = false;
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if (GetMoveType() == MOVETYPE_VPHYSICS)//floor turret
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{
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@ -2034,8 +2035,7 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
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}
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}
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}
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Teleport(&vecFinal, &aAngle, &vecVel);
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bTeleport = true;
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if (bSleep)
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VPhysicsGetObject()->Sleep();
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}
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@ -2043,9 +2043,18 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
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{
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//don't let func_tank teleport, it breaks it
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if (GetMoveType() == MOVETYPE_VPHYSICS)
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SetAbsOrigin(tr.endpos);
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bTeleport = true;
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}
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if (bTeleport)
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{
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int flags = 0;
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if (GetMoveType() == MOVETYPE_VPHYSICS)
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{
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flags = UF_NO_NODE_TELEPORT;//node teleporting isn't very appropriate for vehicles
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}
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Teleport(&vecFinal, &aAngle, &vecVel);
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GetUnstuck(500, flags);//get me out of the wall
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}
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GetUnstuck(500);//get me out of the wall
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}
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}
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#endif
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@ -2081,25 +2090,25 @@ bool CBaseEntity::GetUnstuck(float flMaxDist, int flags)
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}
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else
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{
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UTIL_TraceEntity(this, vecGoodSpot, vecGoodSpot - Vector(0, 0, 10000), MASK_NPCSOLID, &trace);
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UTIL_TraceEntity(this, vecGoodSpot, vecGoodSpot, MASK_NPCSOLID, &trace);
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}
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//trace in place to find out what we should do for pretracing
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trace_t trace2;
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UTIL_TraceLine(vecGoodSpot, vecGoodSpot, IsPlayer() ? MASK_PLAYERSOLID : MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &trace2);
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if (trace2.startsolid)
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{
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if (unstuck_debug.GetBool() && !bNoDebug) Msg("Skipping pretrace, origin inside world\n");
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) Msg("Skipping pretrace, origin inside world\n");
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flags |= UF_NO_PRETRACE;
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}
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if (trace2.DidHitNonWorldEntity())
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{
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if (unstuck_debug.GetBool() && !bNoDebug) Msg("Skipping entities in pretrace, origin inside entity\n");
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) Msg("Skipping entities in pretrace, origin inside entity\n");
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flags |= UF_PRETRACE_SKIP_ENTS;
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}
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if (unstuck_debug.GetBool() && !bNoDebug) if (trace.fraction != 1.0f) Msg("trace.fraction != 1.0f\n");
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if (unstuck_debug.GetBool() && !bNoDebug) if (trace.surface.flags & SURF_SKY) Msg("trace.surface.flags & SURF_SKY\n");
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if (unstuck_debug.GetBool() && !bNoDebug) if (trace.surface.flags & SURF_NODRAW) Msg("trace.surface.flags & SURF_NODRAW\n");
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if (unstuck_debug.GetBool() && !bNoDebug) if (trace.DidHit()) Msg("trace.DidHit()\n");
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) if (trace.fraction != 1.0f) Msg("trace.fraction != 1.0f\n");
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) if (trace.surface.flags & SURF_SKY) Msg("trace.surface.flags & SURF_SKY\n");
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) if (trace.surface.flags & SURF_NODRAW) Msg("trace.surface.flags & SURF_NODRAW\n");
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) if (trace.DidHit()) Msg("trace.DidHit()\n");
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if ((trace.surface.flags & SURF_SKY) || (trace.surface.flags & SURF_NODRAW) || trace.DidHit())
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{
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//d2_coast_01 setpos -10514 -3019 780
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@ -2131,80 +2140,83 @@ bool CBaseEntity::GetUnstuck(float flMaxDist, int flags)
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}
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Vector forward, right, up;
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AngleVectors(vec3_angle, &forward, &right, &up);
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for (int i = 10; i <= flMaxDist; i += 10)//don't actually do 500 tests. that's insane.
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for (int i = 10; i <= flMaxDist && !bDone; i += 10)//don't actually do 500 tests. that's insane.
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{
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if (bDone)
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break;
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bool bGranular = i > flMaxDist / 2;
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//Msg("Unstuck i %i\n", i);
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//original noclip unstuck test only tested in cardinal directions, but we're better than that
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for (int UFlip = 1; UFlip >= -1; UFlip--)
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for (float UFlip = 1; UFlip >= -1 && !bDone; UFlip -= bGranular ? 0.5 : 1)
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{
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//prefer to go straight up first or else beer bottles spawn to the side
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//so we have to do this godawful shit
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int RFlip;
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for (RFlip = 0; RFlip >= -1; RFlip--)
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float RFlip;
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for (RFlip = 0; RFlip >= -1 && !bDone; RFlip -= bGranular ? 0.5 : 1)
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{
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int FFlip;
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for (FFlip = 0; FFlip >= -1; FFlip--)
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float FFlip;
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for (FFlip = 0; FFlip >= -1 && !bDone; FFlip -= bGranular ? 0.5 : 1)
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{
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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}
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for (FFlip = 1; FFlip > 0 && !bDone; FFlip -= bGranular ? 0.5 : 1)
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{
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if (bDone)
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break;
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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}
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FFlip = 1;
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if (bDone)
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break;
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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}
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RFlip = 1;
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int FFlip;
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for (FFlip = 0; FFlip >= -1; FFlip--)
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for (RFlip = 1; RFlip > 0 && !bDone; RFlip -= bGranular ? 0.5 : 1)
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{
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if (bDone)
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break;
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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float FFlip;
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for (FFlip = 0; FFlip >= -1 && !bDone; FFlip -= bGranular ? 0.5 : 1)
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{
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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}
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for (FFlip = 1; FFlip > 0 && !bDone; FFlip -= bGranular ? 0.5 : 1)
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{
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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}
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}
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FFlip = 1;
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if (bDone)
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break;
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if (FindOffsetSpot(forward, FFlip, right, RFlip, up, UFlip, vecGoodSpot, i, vecBadDirections, flags))
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bDone = true;
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}
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}
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if (!bDone)
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{
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if (bAllowNodeTeleport)
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{
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if (unstuck_debug.GetBool() && !bNoDebug) Msg("Putting at node\n");
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if (unstuck_debug.GetInt() == 2 && !bNoDebug) Msg("Putting at node\n");
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return PutAtNearestNode(flMaxDist, true);//i change this boolean purely on whatever i need at any moment. i am a good programmer.
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}
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else
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{
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return false;//nowhere to go
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if (unstuck_debug.GetInt() == 2 && !bNoDebug) Msg("Can't fit\n");
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return false;
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}
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}
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else
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{
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if (unstuck_debug.GetInt() == 2 && !bNoDebug) Msg("Found place\n");
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return true;//found a place to teleport to
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}
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}
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if (IsPlayer() && !bNoDuck)
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if (IsPlayer())
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{
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//set collisiongroup back
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SetCollisionGroup(iOldCollisionGroup);
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CBasePlayer *pPlayer = static_cast<CBasePlayer*>(this);
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if (!bDucked && bGotStuck)
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if (!bNoDuck)
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{
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pPlayer->m_Local.m_bDucked = false;
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pPlayer->RemoveFlag(FL_DUCKING);
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CBasePlayer *pPlayer = static_cast<CBasePlayer*>(this);
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if (!bDucked && bGotStuck)
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{
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pPlayer->m_Local.m_bDucked = false;
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pPlayer->RemoveFlag(FL_DUCKING);
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}
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}
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}
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Msg("Not stuck\n");
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return true;//not stuck anyway
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}
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bool CBaseEntity::FindOffsetSpot(Vector forward, int FFlip, Vector right, int RFlip, Vector up, int UFlip, Vector& vecGoodSpot, int flDist, CUtlVector<Vector> &vecBadDirections, int flags)
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bool CBaseEntity::FindOffsetSpot(Vector forward, float FFlip, Vector right, float RFlip, Vector up, float UFlip, Vector& vecGoodSpot, int flDist, CUtlVector<Vector> &vecBadDirections, int flags)
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{
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bool bNoDebug = (flags & UF_NO_DEBUG) != 0;
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bool bNoDuck = (flags & UF_NO_DUCK) != 0;
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@ -2213,10 +2225,10 @@ bool CBaseEntity::FindOffsetSpot(Vector forward, int FFlip, Vector right, int RF
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vecTestDir.NormalizeInPlace();
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if (vecBadDirections.Find(vecTestDir) != -1)
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{
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if (unstuck_debug.GetBool() && !bNoDebug) Warning("Direction %0.1f %0.1f %0.1f known to be bad\n", vecTestDir.x, vecTestDir.y, vecTestDir.z);
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) Warning("Direction %0.1f %0.1f %0.1f known to be bad\n", vecTestDir.x, vecTestDir.y, vecTestDir.z);
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return false;
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}
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if (unstuck_debug.GetBool() && !bNoDebug)
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if (unstuck_debug.GetInt() == 1 && !bNoDebug)
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{
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Msg("Trying direction %s %s %s\n",
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vecTestDir.x > 0 ? "EAST" : vecTestDir.x < 0 ? "WEST" : "",
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@ -2224,21 +2236,21 @@ bool CBaseEntity::FindOffsetSpot(Vector forward, int FFlip, Vector right, int RF
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vecTestDir.z > 0 ? "UP" : vecTestDir.z < 0 ? "DOWN" : "");
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}
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Vector vecDest = GetAbsOrigin() + vecTestDir * flDist;
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if (unstuck_debug.GetBool() && !bNoDebug) Msg("Testing spot %0.1f %0.1f %0.1f\n", vecDest.x, vecDest.y, vecDest.z);
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) Msg("Testing spot %0.1f %0.1f %0.1f\n", vecDest.x, vecDest.y, vecDest.z);
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if (FindPassableSpace(vecTestDir, flDist, vecGoodSpot, vecBadDirections, flags))
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{
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if (unstuck_debug.GetBool() && !bNoDebug) Warning("Found spot %0.1f %0.1f %0.1f\n", vecDest.x, vecDest.y, vecDest.z);
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) Warning("Found spot %0.1f %0.1f %0.1f\n", vecDest.x, vecDest.y, vecDest.z);
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Vector vecFinal = vecGoodSpot;// -vecShootOffset;
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QAngle aAngle = GetAbsAngles();
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Vector vecVel = GetAbsVelocity();
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Teleport(&vecFinal, &aAngle, &vecVel);
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//if (GetMoveType() != MOVETYPE_VPHYSICS)//airboat gun go brr. turret also go brr.
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if (unstuck_debug.GetBool()) NDebugOverlay::Line(vecGoodSpot, vecGoodSpot - Vector(0, 0, 1), 0, 255, 0, true, 30);
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if (unstuck_debug.GetInt() == 1 && !bNoDebug) NDebugOverlay::Line(vecGoodSpot, vecGoodSpot + Vector(0, 0, 1), 0, 255, 0, true, 30);
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if (!bNoDuck && IsPlayer())
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GetUnstuck(10, UF_NO_DUCK);//get us unducked if possible, otherwise we will be dropped in ducking for no real reason in most cases
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return true;
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}
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if (unstuck_debug.GetBool()) NDebugOverlay::Line(vecDest, vecDest - Vector(0, 0, 1), flDist % 255, 128, !bSkipPreTrace ? 128 : 0, true, 30);
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if (unstuck_debug.GetInt() == 1) NDebugOverlay::Line(vecDest, vecDest - Vector(0, 0, 1), flDist % 255, 128, !bSkipPreTrace ? 128 : 0, true, 30);
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return false;
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}
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bool CBaseEntity::FindPassableSpace(const Vector direction, float step, Vector& oldorigin, CUtlVector<Vector> &vecBadDirections, int flags)
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@ -2271,7 +2283,7 @@ bool CBaseEntity::FindPassableSpace(const Vector direction, float step, Vector&
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UTIL_TraceLine(GetAbsOrigin() + Vector(0, 0, 1), vecDest, iMask, this, iCollisionGroup, &preTrace);
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if (preTrace.fraction != 1.0)
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{
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if (unstuck_debug.GetBool() && !bNoDebug)
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if (unstuck_debug.GetInt() == 1 && !bNoDebug)
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{
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Msg("Rejected spot %0.1f %0.1f %0.1f, Don't want to go through walls. Direction %s %s %s\n", vecDest.x, vecDest.y, vecDest.z,
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direction.x > 0 ? "EAST" : direction.x < 0 ? "WEST" : "",
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@ -2298,7 +2310,7 @@ bool CBaseEntity::FindPassableSpace(const Vector direction, float step, Vector&
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}
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if (mainTrace.startsolid || mainTrace.fraction != 1)
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{
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if (unstuck_debug.GetBool() && !bNoDebug)
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if (unstuck_debug.GetInt() == 1 && !bNoDebug)
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{
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Msg("Rejected spot %0.1f %0.1f %0.1f, Can't fit\n", vecDest.x, vecDest.y, vecDest.z);
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//NDebugOverlay::Cross3D(vecDest, 16, 0, 0, 0, true, 30);//a bit too much noise
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@ -2312,7 +2324,7 @@ bool CBaseEntity::FindPassableSpace(const Vector direction, float step, Vector&
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UTIL_TraceLine(vecDest, vecDest - Vector(0, 0, 32768), IsPlayer() ? MASK_PLAYERSOLID : MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &floorTrace);
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if (!floorTrace.DidHit() || (floorTrace.surface.flags & SURF_SKY) || ((floorTrace.surface.flags & SURF_NODRAW) && !floorTrace.m_pEnt) || (floorTrace.m_pEnt && floorTrace.m_pEnt->IsNPC()))
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{
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if (unstuck_debug.GetBool() && !bNoDebug)
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if (unstuck_debug.GetInt() == 1 && !bNoDebug)
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{
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Msg("Rejected spot %0.1f %0.1f %0.1f, Bad ground\n", vecDest.x, vecDest.y, vecDest.z);
|
||||
NDebugOverlay::Line(vecDest, vecDest - Vector(0, 0, 32768), 255, 0, 0, true, 30);
|
||||
@ -2322,7 +2334,8 @@ bool CBaseEntity::FindPassableSpace(const Vector direction, float step, Vector&
|
||||
//ground we found could still be below a displacement
|
||||
if (!CheckIfBelowGround(floorTrace.endpos, bNoDebug))
|
||||
return false;
|
||||
if (unstuck_debug.GetBool() && !bNoDebug) Msg("Good ground at %0.1f %0.1f %0.1f\n", vecDest.x, vecDest.y, vecDest.z);
|
||||
if (unstuck_debug.GetInt() == 2 && !bNoDebug) Msg("Good ground at %0.1f %0.1f %0.1f\n", vecDest.x, vecDest.y, vecDest.z);
|
||||
if (unstuck_debug.GetInt() == 2 && !bNoDebug) DebugSweptBox(GetAbsOrigin(), vecDest, CollisionProp()->CollisionSpaceMins(), CollisionProp()->CollisionSpaceMaxs(), 255, 0, 0, 5);
|
||||
oldorigin = vecDest;
|
||||
return true;
|
||||
}
|
||||
@ -2337,7 +2350,7 @@ bool CBaseEntity::CheckIfBelowGround(Vector vecPos, bool bNoDebug)
|
||||
//now trace down again
|
||||
trace_t ceilingTrace2;
|
||||
UTIL_TraceLine(ceilingTrace1.endpos, ceilingTrace1.endpos - Vector(0, 0, 32768), IsPlayer() ? MASK_PLAYERSOLID : MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &ceilingTrace2);
|
||||
if (unstuck_debug.GetBool() && !bNoDebug)
|
||||
if (unstuck_debug.GetInt() == 1 && !bNoDebug)
|
||||
{
|
||||
Msg("vecPos %0.1f %0.1f %0.1f\n", vecPos.x, vecPos.y, vecPos.z);
|
||||
Msg("groundTrace.endpos %0.1f %0.1f %0.1f\n", groundTrace.endpos.x, groundTrace.endpos.y, groundTrace.endpos.z);
|
||||
@ -2348,7 +2361,7 @@ bool CBaseEntity::CheckIfBelowGround(Vector vecPos, bool bNoDebug)
|
||||
//although floating point precision loss may play a role, so give it just a smidge of tolerance
|
||||
if ((groundTrace.endpos - ceilingTrace2.endpos).Length() > 1)
|
||||
{
|
||||
if (unstuck_debug.GetBool() && !bNoDebug) Msg("Below displacement\n");
|
||||
if (unstuck_debug.GetInt() == 1 && !bNoDebug) Msg("Below displacement\n");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
@ -242,7 +242,7 @@ private:
|
||||
|
||||
// helper
|
||||
void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration );
|
||||
|
||||
void DebugSweptBox(const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, const Vector &hullMax, int r, int g, int b, float duration);
|
||||
extern ConVar r_visualizetraces;
|
||||
|
||||
inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
|
||||
@ -287,6 +287,7 @@ inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd,
|
||||
if( r_visualizetraces.GetBool() )
|
||||
{
|
||||
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f );
|
||||
DebugSweptBox(ptr->startpos, ptr->endpos, hullMin, hullMax, 255, 255, 0, 5);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user