// drops us down from the specified position, to the floor bool CASW_Simple_Alien::ApplyGravity(Vector &vecSrc, float deltatime) { // decide if we're on the ground or not Ray_t ray; trace_t trace; CTraceFilterSimple traceFilter(this, GetCollisionGroup() ); ray.Init( vecSrc, vecSrc - Vector(0,0,2), GetHullMins(), GetHullMaxs() ); enginetrace->TraceRay( ray, MASK_NPCSOLID, &traceFilter, &trace ); m_bOnGround = (trace.fraction < 1.0f); // if we're on the ground, just drop us down as much as we can if (m_bOnGround) { Vector vecGravityTarget = vecSrc; vecGravityTarget.z -= sv_gravity.GetFloat() * deltatime; // do a trace to the floor Ray_t ray; trace_t trace; CTraceFilterSimple traceFilter(this, GetCollisionGroup() ); ray.Init( vecSrc, vecGravityTarget, GetHullMins(), GetHullMaxs() ); enginetrace->TraceRay( ray, MASK_NPCSOLID, &traceFilter, &trace ); if (trace.fraction > 0 && fabs(trace.endpos.z - vecSrc.z) > 1) // if we moved up/down { vecSrc = trace.endpos; return true; } m_fFallSpeed = 0; // clear fall speed if we can't fall any further return false; } // we're falling, so apply the fall speed and increase the fall speed over time m_fFallSpeed -= sv_gravity.GetFloat() * 1.5f * deltatime; Vector vecGravityTarget = vecSrc; vecGravityTarget.z += m_fFallSpeed * deltatime; // do a trace to the floor Ray_t ray2; trace_t trace2; CTraceFilterSimple traceFilter2(this, GetCollisionGroup() ); ray2.Init( vecSrc, vecGravityTarget, GetHullMins(), GetHullMaxs() ); enginetrace->TraceRay( ray2, MASK_NPCSOLID, &traceFilter2, &trace2 ); if (trace2.fraction > 0 && fabs(trace2.endpos.z - vecSrc.z) > 1) // if we moved up/down { vecSrc = trace2.endpos; return true; } m_fFallSpeed = 0; // clear fall speed if we can't fall any further return false; }
//----------------------------------------------------------------------------- // Adds decals to static props, returns point of decal in trace_t //----------------------------------------------------------------------------- void CStaticPropMgr::AddDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd, int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) { #ifndef SWDS // Invalid static prop? Blow it off! if (staticPropIndex >= m_StaticProps.Size()) { memset( &tr, 0, sizeof(trace_t) ); tr.fraction = 1.0f; return; } Ray_t ray; ray.Init( rayStart, rayEnd ); if (doTrace) { // Trace the ray against the prop TraceRayAgainstStaticProp( ray, staticPropIndex, tr ); if (tr.fraction == 1.0f) return; } // Get the prop CStaticProp& prop = m_StaticProps[staticPropIndex]; // Found the point, now lets apply the decals if (prop.GetModelInstance() == MODEL_INSTANCE_INVALID) { prop.SetModelInstance( modelrender->CreateInstance( &prop ) ); } // Choose a new ray along which to project the decal based on // surface normal. This prevents decal skewing bool noPokethru = false; if (doTrace && (prop.GetSolid() == SOLID_VPHYSICS) && !tr.startsolid && !tr.allsolid) { Vector temp; VectorSubtract( tr.endpos, tr.plane.normal, temp ); ray.Init( tr.endpos, temp ); noPokethru = true; } // FIXME: Pass in decal up? // FIXME: What to do about the body parameter? Vector up(0, 0, 1); modelrender->AddDecal( prop.GetModelInstance(), ray, up, decalIndex, 0, noPokethru ); #endif }
static cell_t smn_TRTraceRay(IPluginContext *pContext, const cell_t *params) { cell_t *startaddr, *endaddr; pContext->LocalToPhysAddr(params[1], &startaddr); pContext->LocalToPhysAddr(params[2], &endaddr); g_StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2])); switch (params[4]) { case RayType_EndPoint: { g_EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2])); break; } case RayType_Infinite: { g_DirAngles.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2])); AngleVectors(g_DirAngles, &g_EndVec); /* Make it unitary and get the ending point */ g_EndVec.NormalizeInPlace(); g_EndVec = g_StartVec + g_EndVec * MAX_TRACE_LENGTH; break; } } g_Ray.Init(g_StartVec, g_EndVec); enginetrace->TraceRay(g_Ray, params[3], &g_HitAllFilter, &g_Trace); g_Trace.UpdateEntRef(); return 1; }
//----------------------------------------------------------------------------- // Computes ambient lighting along a specified ray. //----------------------------------------------------------------------------- void CalcRayAmbientLighting( const Vector &vStart, const Vector &vEnd, Vector color[MAX_LIGHTSTYLES], Vector &colorSum ) { Ray_t ray; ray.Init( vStart, vEnd, vec3_origin, vec3_origin ); directlight_t *pSkyLight = FindAmbientSkyLight(); colorSum.Init(); CLightSurface surfEnum; if (!surfEnum.FindIntersection( ray )) return; // This is the faster path; it looks slightly different though if (surfEnum.m_pSurface->dispinfo == -1) { ComputeLightmapColorFromAverage( surfEnum.m_pSurface, pSkyLight, color, colorSum ); } else { ComputeLightmapColorDisplacement( surfEnum.m_pSurface, pSkyLight, surfEnum.m_LuxelCoord, color, colorSum ); } }
//----------------------------------------------------------------------------- // Tempent //----------------------------------------------------------------------------- void TE_Decal( IRecipientFilter& filter, float delay, const Vector* pos, const Vector* start, int entity, int hitbox, int index ) { RecordDecal( *pos, *start, entity, hitbox, index ); trace_t tr; // Special case for world entity with hitbox: if ( (entity == 0) && (hitbox != 0) ) { Ray_t ray; ray.Init( *start, *pos ); staticpropmgr->AddDecalToStaticProp( *start, *pos, hitbox - 1, index, false, tr ); } else { // Only decal the world + brush models // Here we deal with decals on entities. C_BaseEntity* ent; if ( ( ent = cl_entitylist->GetEnt( entity ) ) == false ) return; ent->AddDecal( *start, *pos, *pos, hitbox, index, false, tr ); } }
void CMomentumGameMovement::PlayerMove() { BaseClass::PlayerMove(); if (player->IsAlive()) { // Check if our eye height is too close to the ceiling and lower it. // This is needed because we have taller models with the old collision bounds. const float eyeClearance = 12.0f; // eye pos must be this far below the ceiling Vector offset = player->GetViewOffset(); Vector vHullMin = GetPlayerMins(player->m_Local.m_bDucked); vHullMin.z = 0.0f; Vector vHullMax = GetPlayerMaxs(player->m_Local.m_bDucked); Vector start = player->GetAbsOrigin(); start.z += vHullMax.z; Vector end = start; end.z += eyeClearance - vHullMax.z; end.z += player->m_Local.m_bDucked ? VEC_DUCK_VIEW.z : VEC_VIEW.z; vHullMax.z = 0.0f; Vector fudge(1, 1, 0); vHullMin += fudge; vHullMax -= fudge; trace_t trace; Ray_t ray; ray.Init(start, end, vHullMin, vHullMax); UTIL_TraceRay(ray, PlayerSolidMask(), mv->m_nPlayerHandle.Get(), COLLISION_GROUP_PLAYER_MOVEMENT, &trace); if (trace.fraction < 1.0f) { float est = start.z + trace.fraction * (end.z - start.z) - player->GetAbsOrigin().z - eyeClearance; if ((player->GetFlags() & FL_DUCKING) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked) { offset.z = est; } else { offset.z = min(est, offset.z); } player->SetViewOffset(offset); } else { if ((player->GetFlags() & FL_DUCKING) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked) { player->SetViewOffset(VEC_VIEW); } else if (player->m_Local.m_bDucked && !player->m_Local.m_bDucking) { player->SetViewOffset(VEC_DUCK_VIEW); } } } }
bool CastRayInLeaf( int iThread, const Vector &start, const Vector &end, int leafIndex, float *pFraction, Vector *pNormal ) { pFraction[0] = 1.0f; Ray_t ray; ray.Init( start, end, vec3_origin, vec3_origin ); CBaseTrace trace; if ( TraceLeafBrushes( leafIndex, start, end, trace ) != 1.0f ) { pFraction[0] = trace.fraction; *pNormal = trace.plane.normal; } else { Assert(!trace.startsolid && !trace.allsolid); } StaticDispMgr()->StartRayTest( s_DispTested[iThread] ); // Now try to clip against all displacements in the leaf float dist; Vector normal; StaticDispMgr()->ClipRayToDispInLeaf( s_DispTested[iThread], ray, leafIndex, dist, &normal ); if ( dist < pFraction[0] ) { pFraction[0] = dist; *pNormal = normal; } return pFraction[0] != 1.0f ? true : false; }
void CPortalGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm ) { VPROF( "CGameMovement::TracePlayerBBox" ); CPortal_Player *pPortalPlayer = (CPortal_Player *)((CBaseEntity *)mv->m_nPlayerHandle.Get()); Ray_t ray; ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() ); #ifdef CLIENT_DLL CTraceFilterSimple traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup ); #else CTraceFilterSimple baseFilter( mv->m_nPlayerHandle.Get(), collisionGroup ); CTraceFilterTranslateClones traceFilter( &baseFilter ); #endif UTIL_Portal_TraceRay_With( pPortalPlayer->m_hPortalEnvironment, ray, fMask, &traceFilter, &pm ); // If we're moving through a portal and failed to hit anything with the above ray trace // Use UTIL_Portal_TraceEntity to test this movement through a portal and override the trace with the result if ( pm.fraction == 1.0f && UTIL_DidTraceTouchPortals( ray, pm ) && sv_player_trace_through_portals.GetBool() ) { trace_t tempTrace; UTIL_Portal_TraceEntity( pPortalPlayer, start, end, fMask, &traceFilter, &tempTrace ); if ( tempTrace.DidHit() && tempTrace.fraction < pm.fraction && !tempTrace.startsolid && !tempTrace.allsolid ) { pm = tempTrace; } } }
void Visuals::Misc::ThirdPerson() { if (!g_LocalPlayer) return; if (g_Options.misc_thirdperson && g_LocalPlayer->IsAlive()) { if (!g_Input->m_fCameraInThirdPerson) { g_Input->m_fCameraInThirdPerson = true; } float dist = g_Options.misc_thirdperson_dist; QAngle *view = g_LocalPlayer->GetVAngles(); trace_t tr; Ray_t ray; Vector desiredCamOffset = Vector(cos(DEG2RAD(view->yaw)) * dist, sin(DEG2RAD(view->yaw)) * dist, sin(DEG2RAD(-view->pitch)) * dist ); //cast a ray from the Current camera Origin to the Desired 3rd person Camera origin ray.Init(g_LocalPlayer->GetEyePos(), (g_LocalPlayer->GetEyePos() - desiredCamOffset)); CTraceFilter traceFilter; traceFilter.pSkip = g_LocalPlayer; g_EngineTrace->TraceRay(ray, MASK_SHOT, &traceFilter, &tr); Vector diff = g_LocalPlayer->GetEyePos() - tr.endpos; float distance2D = sqrt(abs(diff.x * diff.x) + abs(diff.y * diff.y));// Pythagorean bool horOK = distance2D > (dist - 2.0f); bool vertOK = (abs(diff.z) - abs(desiredCamOffset.z) < 3.0f); float cameraDistance; if (horOK && vertOK) // If we are clear of obstacles { cameraDistance = dist; // go ahead and set the distance to the setting } else { if (vertOK) // if the Vertical Axis is OK { cameraDistance = distance2D * 0.95f; } else// otherwise we need to move closer to not go into the floor/ceiling { cameraDistance = abs(diff.z) * 0.95f; } } g_Input->m_fCameraInThirdPerson = true; g_Input->m_vecCameraOffset.z = cameraDistance; } else { g_Input->m_fCameraInThirdPerson = false; } }
surfacedata_t* C_ASW_Alien::GetGroundSurface() { // // Find the name of the material that lies beneath the player. // Vector start, end; VectorCopy( GetAbsOrigin(), start ); VectorCopy( start, end ); // Straight down end.z -= 38; // was 64 // Fill in default values, just in case. Ray_t ray; ray.Init( start, end, GetCollideable()->OBBMins(), GetCollideable()->OBBMaxs() ); trace_t trace; UTIL_TraceRay( ray, MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NPC, &trace ); if ( trace.fraction == 1.0f ) return NULL; // no ground return physprops->GetSurfaceData( trace.surface.surfaceProps ); }
static cell_t smn_TRTraceHullEx(IPluginContext *pContext, const cell_t *params) { cell_t *startaddr, *endaddr, *mins, *maxs; pContext->LocalToPhysAddr(params[1], &startaddr); pContext->LocalToPhysAddr(params[2], &endaddr); pContext->LocalToPhysAddr(params[3], &mins); pContext->LocalToPhysAddr(params[4], &maxs); Ray_t ray; Vector StartVec, EndVec, vmins, vmaxs; StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2])); vmins.Init(sp_ctof(mins[0]), sp_ctof(mins[1]), sp_ctof(mins[2])); vmaxs.Init(sp_ctof(maxs[0]), sp_ctof(maxs[1]), sp_ctof(maxs[2])); EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2])); ray.Init(StartVec, EndVec, vmins, vmaxs); sm_trace_t *tr = new sm_trace_t; enginetrace->TraceRay(ray, params[5], &g_HitAllFilter, tr); tr->UpdateEntRef(); HandleError herr; Handle_t hndl; if (!(hndl=handlesys->CreateHandle(g_TraceHandle, tr, pContext->GetIdentity(), myself->GetIdentity(), &herr))) { delete tr; return pContext->ThrowNativeError("Unable to create a new trace handle (error %d)", herr); } return hndl; }
static cell_t smn_TRTraceHullFilter(IPluginContext *pContext, const cell_t *params) { cell_t data; IPluginFunction *pFunc; cell_t *startaddr, *endaddr, *mins, *maxs; pFunc = pContext->GetFunctionById(params[6]); if (!pFunc) { return pContext->ThrowNativeError("Invalid function id (%X)", params[5]); } data = params[7]; g_SMTraceFilter.SetFunctionPtr(pFunc, data); pContext->LocalToPhysAddr(params[1], &startaddr); pContext->LocalToPhysAddr(params[2], &endaddr); pContext->LocalToPhysAddr(params[3], &mins); pContext->LocalToPhysAddr(params[4], &maxs); g_StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2])); g_HullMins.Init(sp_ctof(mins[0]), sp_ctof(mins[1]), sp_ctof(mins[2])); g_HullMaxs.Init(sp_ctof(maxs[0]), sp_ctof(maxs[1]), sp_ctof(maxs[2])); g_EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2])); g_Ray.Init(g_StartVec, g_EndVec, g_HullMins, g_HullMaxs); enginetrace->TraceRay(g_Ray, params[5], &g_SMTraceFilter, &g_Trace); g_Trace.UpdateEntRef(); return 1; }
void ProcessUserCommand_ViewESP( CUserCmd *cmd ) { QAngle Angles = cmd->viewangles; Vector Eyes, Forward; Eyes = NetVar__GetEyePosition( g_pLocalEntity ); if ( Eyes.x == 0 && Eyes.y == 0 && Eyes.z == 0 ) return; Vector vDirection; AngleVectors( Angles, &vDirection ); vDirection = vDirection * 8192 + Eyes; if ( vDirection.x == 0 && vDirection.y == 0 && vDirection.z == 0 ) return; trace_t tr; CTraceFilterHitAll filter; Ray_t pRay; pRay.Init( Eyes, vDirection ); g_pEngineTrace->TraceRay( pRay, 0x46004003, &filter, &tr); if ( !tr.m_pEnt || tr.m_pEnt->entindex() == 0 ) { g_viewClassName = NULL; }else{ Vector org = NetVar__GetOrigin( tr.m_pEnt ); if ( org.x == 0 && org.y == 0 && org.z == 0 ) { g_viewClassName = NULL; }else{ ClientClass *trClientClass = tr.m_pEnt->GetClientClass(); if ( !trClientClass ) { g_viewClassName = NULL; return; } if ( g_AppID == 4000 ) g_viewClassName = NetVar__GetClassname( tr.m_pEnt ); else g_viewClassName = trClientClass->m_pNetworkName; if ( !g_viewClassName ) g_viewClassName = NULL; } } }
CBaseEntity *CASW_Simple_Alien::CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC ) { // Handy debuging tool to visualize HullAttack trace if ( ai_show_hull_attacks.GetBool() ) { float length = (vEnd - vStart ).Length(); Vector direction = (vEnd - vStart ); VectorNormalize( direction ); Vector hullMaxs = maxs; hullMaxs.x = length + hullMaxs.x; NDebugOverlay::BoxDirection(vStart, mins, hullMaxs, direction, 100,255,255,20,1.0); NDebugOverlay::BoxDirection(vStart, mins, maxs, direction, 255,0,0,20,1.0); } CASW_Trace_Filter_Melee traceFilter( this, COLLISION_GROUP_NONE, this, bDamageAnyNPC ); Ray_t ray; ray.Init( vStart, vEnd, mins, maxs ); trace_t tr; enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr ); CBaseEntity *pEntity = traceFilter.m_pHit; if ( pEntity == NULL ) { // See if perhaps I'm trying to claw/bash someone who is standing on my head. Vector vecTopCenter; Vector vecEnd; Vector vecMins, vecMaxs; // Do a tracehull from the top center of my bounding box. vecTopCenter = GetAbsOrigin(); CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs ); vecTopCenter.z = vecMaxs.z + 1.0f; vecEnd = vecTopCenter; vecEnd.z += 2.0f; ray.Init( vecTopCenter, vEnd, mins, maxs ); enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr ); pEntity = traceFilter.m_pHit; } return pEntity; }
int GetClientAimTarget(edict_t *pEdict, bool only_players) { CBaseEntity *pEntity = pEdict->GetUnknown() ? pEdict->GetUnknown()->GetBaseEntity() : NULL; if (pEntity == NULL) { return -1; } Vector eye_position; QAngle eye_angles; /* Get the private information we need */ #if SOURCE_ENGINE == SE_DOTA serverClients->ClientEarPosition(IndexOfEdict(pEdict), &eye_position); #else serverClients->ClientEarPosition(pEdict, &eye_position); #endif if (!GetEyeAngles(pEntity, &eye_angles)) { return -2; } Vector aim_dir; AngleVectors(eye_angles, &aim_dir); VectorNormalize(aim_dir); Vector vec_end = eye_position + aim_dir * 8000; Ray_t ray; ray.Init(eye_position, vec_end); trace_t tr; CTraceFilterSimple simple(pEdict->GetIServerEntity()); enginetrace->TraceRay(ray, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, &simple, &tr); if (tr.fraction == 1.0f || tr.m_pEnt == NULL) { return -1; } int ent_ref = gamehelpers->EntityToBCompatRef(tr.m_pEnt); int ent_index = gamehelpers->ReferenceToIndex(ent_ref); IGamePlayer *pTargetPlayer = playerhelpers->GetGamePlayer(ent_index); if (pTargetPlayer != NULL && !pTargetPlayer->IsInGame()) { return -1; } else if (only_players && pTargetPlayer == NULL) { return -1; } return ent_ref; }
void U::TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, CBaseEntity* ignore, trace_t* ptr ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd ); CTraceFilter filter; filter.pSkip = ignore; I::EngineTrace->TraceRay( ray, mask, &filter, ptr ); }
void StickRagdollNowFlechette( const Vector &vecOrigin, const Vector &vecDirection, int nSkin ) { Ray_t shotRay; Vector vecEnd = vecOrigin - vecDirection * 128; shotRay.Init( vecOrigin, vecEnd ); CRagdollBoltEnumerator ragdollEnum( shotRay, vecOrigin ); partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); CreateFlechette( vecOrigin, vecDirection, nSkin ); }
//----------------------------------------------------------------------------- // Purpose: Return true if the specified point is within this zone //----------------------------------------------------------------------------- bool CFuncNoBuild::PointIsWithin( const Vector &vecPoint ) { Ray_t ray; trace_t tr; ICollideable *pCollide = CollisionProp(); ray.Init( vecPoint, vecPoint ); enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr ); return ( tr.startsolid ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) { Ray_t shotRay; shotRay.Init( vecStart, vecOrigin ); CRagdollEnumerator ragdollEnum( shotRay, CLIENT_SHOT_FORCE, iDamageType ); partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); return ragdollEnum.Hit(); }
bool CASW_Simple_Alien::TryMove(const Vector &vecSrc, Vector &vecTarget, float deltatime, bool bStepMove) { // do a trace to the dest Ray_t ray; trace_t trace; CTraceFilterSimple traceFilter(this, GetCollisionGroup() ); ray.Init( vecSrc, vecTarget, GetHullMins(), GetHullMaxs() ); enginetrace->TraceRay( ray, MASK_NPCSOLID, &traceFilter, &trace ); if (trace.startsolid) { // doh, we're stuck in something! // todo: move us to a safe spot? wait for push out phys props? if (asw_debug_simple_alien.GetBool()) Msg("CASW_Simple_Alien stuck!\n"); m_MoveFailure.trace = trace; m_MoveFailure.vecStartPos = vecSrc; m_MoveFailure.vecTargetPos = vecTarget; return false; } if (trace.fraction < 0.1f) // barely/didn't move { // try and do a 'stepped up' move to the target if (!bStepMove) { Vector vecStepSrc = vecSrc; vecStepSrc.z += 24; Vector vecStepTarget = vecTarget; vecTarget.z += 24; if (TryMove(vecStepSrc, vecStepTarget, deltatime, true)) { vecTarget = vecStepTarget; return true; } } m_MoveFailure.trace = trace; m_MoveFailure.vecStartPos = vecSrc; m_MoveFailure.vecTargetPos = vecTarget; return false; } else if (trace.fraction < 1) // we hit something early, but we did move { // we hit something early m_MoveFailure.trace = trace; m_MoveFailure.vecStartPos = vecSrc; m_MoveFailure.vecTargetPos = vecTarget; vecTarget = trace.endpos; } return true; }
//----------------------------------------------------------------------------- // Traces player movement + position //----------------------------------------------------------------------------- void CTFGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm ) { if( tf_solidobjects.GetBool() == false ) return BaseClass::TracePlayerBBox( start, end, fMask, collisionGroup, pm ); Ray_t ray; ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() ); CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup ); enginetrace->TraceRay( ray, fMask, &traceFilter, &pm ); }
unsigned signed unsigned CMath::CheckVisibility(FloatArray4x3 vecIn, IClientEntity* pEntity, IClientEntity* pEntity) { if (!Varoables.aimbot_visibilitycheck) return 1.00000000001f; Ray_t ray; trace_t traced; CTraceFilter filter; FloatArray4x3 vecSrc, vecDst, vecEndPos[3]; vecSrc = pEntity->SetReturnEyePosition(); vecDst = vecIn; if (IsVisible(vecSrc, vecDst, pEntity, pEntity)) return 1.00000000001f; if (Varoables.aimbot_autowall) { filter.pSkip = pEntity; ray.Init(vecSrc, vecDst); g_pEngineTrace->TraceRay(ray, MASK_NPCWORLDSTATIC | CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_WINDOW | CONTENTS_DEBRIS | CONTENTS_HITBOX | CONTENTS_GRATE, &filter, &traced); vecEndPos[0] = traced.endpos; ray.Init(vecDst, vecSrc); filter.pSkip = pEntity; g_pEngineTrace->TraceRay(ray, MASK_NPCWORLDSTATIC | CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_WINDOW | CONTENTS_DEBRIS | CONTENTS_HITBOX | CONTENTS_GRATE, &filter, &traced); vecEndPos[1] = traced.endpos; FloatArray4x3Subtract(vecEndPos[0], vecEndPos[1], vecEndPos[2]); unsigned int flLength = vecEndPos[2].Length(); if (traced.fraction != 0) if (flLength < 14) return 1.00000000001f; } return 0.000000000000000f; }
//----------------------------------------------------------------------------- // Purpose: Checks collisions against other entities //----------------------------------------------------------------------------- void CTFFlameEntity::CheckCollision( CBaseEntity *pOther, bool *pbHitWorld ) { *pbHitWorld = false; // if we've already burnt this entity, don't do more damage, so skip even checking for collision with the entity int iIndex = m_hEntitiesBurnt.Find( pOther ); if ( iIndex != m_hEntitiesBurnt.InvalidIndex() ) return; // Do a bounding box check against the entity Vector vecMins, vecMaxs; pOther->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs ); CBaseTrace trace; Ray_t ray; float flFractionLeftSolid; ray.Init( m_vecPrevPos, GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs() ); if ( IntersectRayWithBox( ray, vecMins, vecMaxs, 0.0, &trace, &flFractionLeftSolid ) ) { // if bounding box check passes, check player hitboxes trace_t trHitbox; trace_t trWorld; bool bTested = pOther->GetCollideable()->TestHitboxes( ray, MASK_SOLID | CONTENTS_HITBOX, trHitbox ); if ( !bTested || !trHitbox.DidHit() ) return; // now, let's see if the flame visual could have actually hit this player. Trace backward from the // point of impact to where the flame was fired, see if we hit anything. Since the point of impact was // determined using the flame's bounding box and we're just doing a ray test here, we extend the // start point out by the radius of the box. Vector vDir = ray.m_Delta; vDir.NormalizeInPlace(); UTIL_TraceLine( GetAbsOrigin() + vDir * WorldAlignMaxs().x, m_vecInitialPos, MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &trWorld ); if ( tf_debug_flamethrower.GetInt() ) { NDebugOverlay::Line( trWorld.startpos, trWorld.endpos, 0, 255, 0, true, 3.0f ); } if ( trWorld.fraction == 1.0 ) { // if there is nothing solid in the way, damage the entity OnCollide( pOther ); } else { // we hit the world, remove ourselves *pbHitWorld = true; UTIL_Remove( this ); } } }
void SizzlingStats::CheckPlayerDropped( CSizzPluginContext *pPluginContext, int victimIndex ) { for (int i = 0; i < m_vecMedics.Count(); ++i) { int medIndex = m_vecMedics[i]; SS_PlayerData *pMedData = m_PlayerDataManager.GetPlayerData(medIndex).m_pPlayerData; SS_PlayerData *pVictimData = m_PlayerDataManager.GetPlayerData(victimIndex).m_pPlayerData; IPlayerInfo *pMedPlayerInfo = pPluginContext->GetPlayerInfo(medIndex); IPlayerInfo *pVictimPlayerInfo = pPluginContext->GetPlayerInfo(victimIndex); if ( pMedPlayerInfo->GetTeamIndex() == pVictimPlayerInfo->GetTeamIndex() ) { using namespace SCHelpers; CTFPlayerWrapper medic(pMedData->GetBaseEntity()); //CBaseEntity *pMedigun = pPluginContext->BaseEntityFromBaseHandle(hMedigun); //const char *szWeapon = SCHelpers::GetClassName(pMedigun); //if ( szWeapon && SCHelpers::FStrEq(szWeapon, "tf_weapon_medigun") ) //{ float flChargeLevel = medic.GetChargeLevel(pPluginContext); bool bReleasingCharge = medic.IsReleasingCharge(); if (flChargeLevel == 1.0f || bReleasingCharge) { CTFPlayerWrapper victim(pVictimData->GetBaseEntity()); Vector *victimPos = victim.GetPlayerOrigin(); Vector *medPos = medic.GetPlayerOrigin(); vec_t distance = victimPos->DistToSqr( *medPos ); SS_AllUserChatMessage( pPluginContext, UTIL_VarArgs("distance: %.2f\n", distance) ); if (distance <= 230400.0f) // ~480 units is max target distance for medigun { IHandleEntity *pMedHandleEnt = pPluginContext->HandleEntityFromEntIndex(medIndex); // slot 2 because we want the medigun IHandleEntity *pMedigunHandleEnt = pPluginContext->HandleEntityFromEntIndex(medic.GetWeapon(2)->GetEntryIndex()); Ray_t ray; ray.Init(*medPos, *victimPos); CTraceFilterSkipTwo traceFilter(pMedHandleEnt, pMedigunHandleEnt); trace_t trace; enginetrace->TraceRay(ray, MASK_SHOT_HULL, &traceFilter, &trace); if (!trace.DidHit()) { SS_AllUserChatMessage( pPluginContext, "player dropped\n" ); } } } //} } } }
static cell_t smn_TRTraceRayFilter(IPluginContext *pContext, const cell_t *params) { cell_t *startaddr, *endaddr; IPluginFunction *pFunc; cell_t data; pFunc = pContext->GetFunctionById(params[5]); if (!pFunc) { return pContext->ThrowNativeError("Invalid function id (%X)", params[5]); } if (params[0] >= 6) { data = params[6]; } else { data = 0; } g_SMTraceFilter.SetFunctionPtr(pFunc, data); pContext->LocalToPhysAddr(params[1], &startaddr); pContext->LocalToPhysAddr(params[2], &endaddr); g_StartVec.Init(sp_ctof(startaddr[0]), sp_ctof(startaddr[1]), sp_ctof(startaddr[2])); switch (params[4]) { case RayType_EndPoint: { g_EndVec.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2])); break; } case RayType_Infinite: { g_DirAngles.Init(sp_ctof(endaddr[0]), sp_ctof(endaddr[1]), sp_ctof(endaddr[2])); AngleVectors(g_DirAngles, &g_EndVec); /* Make it unitary and get the ending point */ g_EndVec.NormalizeInPlace(); g_EndVec = g_StartVec + g_EndVec * MAX_TRACE_LENGTH; break; } } g_Ray.Init(g_StartVec, g_EndVec); enginetrace->TraceRay(g_Ray, params[3], &g_SMTraceFilter, &g_Trace); g_Trace.UpdateEntRef(); return 1; }
inline void CSDKGameMovement::TracePlayerBBoxWithStep( const Vector &vStart, const Vector &vEnd, unsigned int fMask, int collisionGroup, trace_t &trace ) { VPROF( "CSDKGameMovement::TracePlayerBBoxWithStep" ); Vector vHullMin = GetPlayerMins( player->m_Local.m_bDucked ); vHullMin.z += player->m_Local.m_flStepSize; Vector vHullMax = GetPlayerMaxs( player->m_Local.m_bDucked ); Ray_t ray; ray.Init( vStart, vEnd, vHullMin, vHullMax ); UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &trace ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool FX_AffectRagdolls( Vector vecOrigin, Vector vecStart, int iDamageType ) { // don't do this when lots of ragdolls are simulating if ( s_RagdollLRU.CountRagdolls(true) > 1 ) return false; Ray_t shotRay; shotRay.Init( vecStart, vecOrigin ); CRagdollEnumerator ragdollEnum( shotRay, iDamageType ); partition->EnumerateElementsAlongRay( PARTITION_CLIENT_RESPONSIVE_EDICTS, shotRay, false, &ragdollEnum ); return ragdollEnum.Hit(); }
void Bot_UpdateDirection( CPluginBot *pBot ) { float angledelta = 15.0; int maxtries = (int)360.0/angledelta; if ( pBot->m_bLastTurnToRight ) { angledelta = -angledelta; } QAngle angle( pBot->m_BotInterface->GetLocalAngles() ); trace_t trace; Vector vecSrc, vecEnd, forward; while ( --maxtries >= 0 ) { AngleVectors( angle, &forward ); vecSrc = pBot->m_BotInterface->GetLocalOrigin() + Vector( 0, 0, 36 ); vecEnd = vecSrc + forward * 10; Ray_t ray; ray.Init( vecSrc, vecEnd, Vector(-16, -16, 0 ), Vector( 16, 16, 72 ) ); CTraceFilterWorldAndPropsOnly traceFilter; enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace ); if ( trace.fraction == 1.0 ) { if ( gpGlobals->curtime < pBot->m_flNextTurnTime ) { break; } } angle.y += angledelta; if ( angle.y > 180 ) angle.y -= 360; else if ( angle.y < -180 ) angle.y += 360; pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0; pBot->m_bLastTurnToRight = randomStr->RandomInt( 0, 1 ) == 0 ? true : false; pBot->m_ForwardAngle = angle; pBot->m_LastAngles = angle; } pBot->m_BotInterface->SetLocalAngles( angle ); }
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { ICollideable *pCollide; const char *pDbgName; m_pEngineTrace->HandleEntityToCollideable( pHandleEntity, &pCollide, &pDbgName ); if (!pCollide) return ITERATION_CONTINUE; // Deal with static props // NOTE: I could have added static props to a different list and // enumerated them separately, but that would have been less efficient if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) ) { Ray_t ray; trace_t trace; ray.Init( m_Pos, m_Pos ); m_pEngineTrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &trace ); if (trace.startsolid) { // We're in a static prop; that's solid baby // Pretend we hit the world m_Contents = CONTENTS_SOLID; m_pCollide = m_pEngineTrace->GetWorldCollideable(); return ITERATION_STOP; } return ITERATION_CONTINUE; } // We only care about solid volumes if ((pCollide->GetSolidFlags() & FSOLID_VOLUME_CONTENTS) == 0) return ITERATION_CONTINUE; model_t* pModel = (model_t*)pCollide->GetCollisionModel(); if ( pModel && pModel->type == mod_brush ) { Assert( pCollide->GetCollisionModelIndex() < MAX_MODELS && pCollide->GetCollisionModelIndex() >= 0 ); int nHeadNode = GetModelHeadNode( pCollide ); int contents = CM_TransformedPointContents( m_Pos, nHeadNode, pCollide->GetCollisionOrigin(), pCollide->GetCollisionAngles() ); if (contents != CONTENTS_EMPTY) { // Return the contents of the first thing we hit m_Contents = contents; m_pCollide = pCollide; return ITERATION_STOP; } } return ITERATION_CONTINUE; }
bool CUtil::IsVisible(void* pLocal, void* pEntity, Vector vStart, Vector vEnd) { trace_t Trace; Ray_t Ray; // the future of variable naming CTraceFilter Filter; Filter.pSkip = pLocal; Ray.Init(vStart, vEnd); gInts.EngineTrace->TraceRay(Ray, MASK_SHOT, &Filter, &Trace); return (Trace.m_pEnt == pEntity); }