mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
179 lines
5.0 KiB
C++
179 lines
5.0 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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BOOL g_fDrawLines = FALSE;
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#else
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BOOL g_fDrawLines;
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#endif // HOOK_GAMEDLL
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/* <c08f4> ../cstrike/dlls/h_ai.cpp:47 */
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NOXREF BOOL FBoxVisible(entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize)
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{
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// don't look through water
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if ((pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3) || (pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0))
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{
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return FALSE;
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}
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TraceResult tr;
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//look through the monster's 'eyes'
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Vector vecLookerOrigin = pevLooker->origin + pevLooker->view_ofs;
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for (int i = 0; i < 5; ++i)
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{
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Vector vecTarget = pevTarget->origin;
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vecTarget.x += RANDOM_FLOAT(pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize);
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vecTarget.y += RANDOM_FLOAT(pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize);
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vecTarget.z += RANDOM_FLOAT(pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize);
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UTIL_TraceLine(vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT(pevLooker), &tr);
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if (tr.flFraction == 1.0f)
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{
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vecTargetOrigin = vecTarget;
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// line of sight is valid.
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return TRUE;
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}
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}
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// Line of sight is not established
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return FALSE;
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}
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// VecCheckToss - returns the velocity at which an object should be lobbed from vecspot1 to land near vecspot2.
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// returns g_vecZero if toss is not feasible.
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/* <c0a19> ../cstrike/dlls/h_ai.cpp:78 */
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NOXREF Vector VecCheckToss(entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj)
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{
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TraceResult tr;
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Vector vecMidPoint; // halfway point between Spot1 and Spot2
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Vector vecApex; // highest point
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Vector vecScale;
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Vector vecGrenadeVel;
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Vector vecTemp;
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float flGravity = g_psv_gravity->value * flGravityAdj;
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if (vecSpot2.z - vecSpot1.z > 500)
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{
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// to high, fail
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return g_vecZero;
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}
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UTIL_MakeVectors(pev->angles);
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// toss a little bit to the left or right, not right down on the enemy's bean (head).
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vecSpot2 = vecSpot2 + gpGlobals->v_right * (RANDOM_FLOAT(-8, 8) + RANDOM_FLOAT(-16, 16));
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vecSpot2 = vecSpot2 + gpGlobals->v_forward * (RANDOM_FLOAT(-8, 8) + RANDOM_FLOAT(-16, 16));
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// calculate the midpoint and apex of the 'triangle'
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// UNDONE: normalize any Z position differences between spot1 and spot2 so that triangle is always RIGHT
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// How much time does it take to get there?
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// get a rough idea of how high it can be thrown
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vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
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UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,500), ignore_monsters, ENT(pev), &tr);
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vecMidPoint = tr.vecEndPos;
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// (subtract 15 so the grenade doesn't hit the ceiling)
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vecMidPoint.z -= 15;
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if (vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z)
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{
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// to not enough space, fail
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return g_vecZero;
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}
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// How high should the grenade travel to reach the apex
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float distance1 = (vecMidPoint.z - vecSpot1.z);
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float distance2 = (vecMidPoint.z - vecSpot2.z);
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// How long will it take for the grenade to travel this distance
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float time1 = sqrt(distance1 / (0.5 * flGravity));
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float time2 = sqrt(distance2 / (0.5 * flGravity));
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if (time1 < 0.1)
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{
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// too close
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return g_vecZero;
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}
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// how hard to throw sideways to get there in time.
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vecGrenadeVel = (vecSpot2 - vecSpot1) / (time1 + time2);
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// how hard upwards to reach the apex at the right time.
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vecGrenadeVel.z = flGravity * time1;
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// find the apex
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vecApex = vecSpot1 + vecGrenadeVel * time1;
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vecApex.z = vecMidPoint.z;
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UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
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if (tr.flFraction != 1.0f)
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{
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// fail!
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return g_vecZero;
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}
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// UNDONE: either ignore monsters or change it to not care if we hit our enemy
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UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
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if (tr.flFraction != 1.0)
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{
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// fail!
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return g_vecZero;
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}
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return vecGrenadeVel;
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}
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// VecCheckThrow - returns the velocity vector at which an object should be thrown from vecspot1 to hit vecspot2.
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// returns g_vecZero if throw is not feasible.
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/* <c0d21> ../cstrike/dlls/h_ai.cpp:164 */
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NOXREF Vector VecCheckThrow(entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj)
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{
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float flGravity = g_psv_gravity->value * flGravityAdj;
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Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
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// throw at a constant time
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float time = vecGrenadeVel.Length() / flSpeed;
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vecGrenadeVel = vecGrenadeVel * (1.0 / time);
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// adjust upward toss to compensate for gravity loss
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vecGrenadeVel.z += flGravity * time * 0.5;
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Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
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vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
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TraceResult tr;
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UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
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if (tr.flFraction != 1.0f)
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{
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// fail!
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return g_vecZero;
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}
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UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
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if (tr.flFraction != 1.0f)
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{
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// fail!
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return g_vecZero;
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}
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return vecGrenadeVel;
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}
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