Fix
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aff77d2d2c
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97410d3899
@ -78,9 +78,9 @@ bool VisCheckEntFromEnt(CachedEntity *startEnt, CachedEntity *endEnt);
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bool VisCheckEntFromEntVector(Vector startVector, CachedEntity *startEnt,
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CachedEntity *endEnt);
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Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist,
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bool checkWalkable = false);
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bool checkWalkable);
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float vectorMax(Vector i);
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Vector vectorAbs(Vector i);
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Vector vectorABS(Vector i);
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bool canReachVector(Vector loc);
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bool LineIntersectsBox(Vector &bmin, Vector &bmax, Vector &lmin, Vector &lmax);
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@ -116,7 +116,7 @@ bool addCrumbs(CachedEntity *target, Vector corner = g_pLocalPlayer->v_Origin)
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int maxiterations = floor(corner.DistTo(g_pLocalPlayer->v_Origin)) / 40;
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for (int i = 0; i < maxiterations; i++)
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{
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Vector result = g_pLocalPlayer->v_Origin + dist / vectorMax(vectorAbs(dist)) * 40.0f * (i + 1);
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Vector result = g_pLocalPlayer->v_Origin + dist / vectorMax(vectorABS(dist)) * 40.0f * (i + 1);
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if (!canReachVector(result))
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return false;
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breadcrumbs.push_back(result);
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@ -127,7 +127,7 @@ bool addCrumbs(CachedEntity *target, Vector corner = g_pLocalPlayer->v_Origin)
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int maxiterations = floor(corner.DistTo(target->m_vecOrigin())) / 40;
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for (int i = 0; i < maxiterations; i++)
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{
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Vector result = corner + dist / vectorMax(vectorAbs(dist)) * 40.0f * (i + 1);
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Vector result = corner + dist / vectorMax(vectorABS(dist)) * 40.0f * (i + 1);
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if (!canReachVector(result))
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return false;
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breadcrumbs.push_back(result);
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@ -188,7 +188,7 @@ void WorldTick()
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continue;
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if (corneractivate)
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{
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Vector indirectOrigin = VischeckWall(LOCAL_E, entity, 250); //get the corner location that the future target is visible from
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Vector indirectOrigin = VischeckWall(LOCAL_E, entity, 250, true); //get the corner location that the future target is visible from
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if (!indirectOrigin.z) //if we couldn't find it, exit
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continue;
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breadcrumbs.clear(); //we need to ensure that the breadcrumbs std::vector is empty
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@ -248,7 +248,7 @@ void WorldTick()
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continue;
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if (corneractivate)
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{
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Vector indirectOrigin = VischeckWall(LOCAL_E, entity, 250); //get the corner location that the future target is visible from
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Vector indirectOrigin = VischeckWall(LOCAL_E, entity, 250, true); //get the corner location that the future target is visible from
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if (!indirectOrigin.z) //if we couldn't find it, exit
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continue;
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//breadcrumbs.clear(); //we need to ensure that the breadcrumbs std::vector is empty
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@ -166,9 +166,9 @@ float vectorMax(Vector i) // Returns a vectors max value. For example: {123,
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Vector vectorABS(Vector i)
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{
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Vector result = i;
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result.x = fabsf(i.x);
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result.y = fabsf(i.y);
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result.z = fabsf(i.z);
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result.x = fabsf(result.x);
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result.y = fabsf(result.y);
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result.z = fabsf(result.z);
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return result;
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}
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@ -177,18 +177,17 @@ Vector vectorABS(Vector i)
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bool canReachVector(Vector loc)
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{
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// check if the vector is too high above ground
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{
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trace_t trace;
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Ray_t ray;
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Vector down = loc;
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down.z = down.z - 5;
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ray.Init(loc, down);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
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if (!(trace.startpos.z - trace.endpos.z <=
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75)) // higher as to avoid small false positives, player can jump
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// 72 hu
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return false;
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}
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trace_t trace;
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Ray_t ray;
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Vector down = loc;
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down.z = down.z - 5;
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ray.Init(loc, down);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
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if (!(trace.startpos.z - trace.endpos.z <=
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75)) // higher as to avoid small false positives, player can jump
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// 72 hu
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return false;
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for (int i = 0; i < 4; i++) // for loop for all 4 directions
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{
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Vector directionalLoc = loc;
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@ -207,10 +206,11 @@ bool canReachVector(Vector loc)
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directionalLoc.y = directionalLoc.y - 40;
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break;
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}
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trace_t trace;
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Ray_t ray;
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
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if (trace.startpos.DistTo(trace.endpos) < 26.0f)
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trace_t trace2;
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Ray_t ray2;
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ray2.Init(loc, directionalLoc);
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g_ITrace->TraceRay(ray2, 0x4200400B, &trace::filter_no_player, &trace);
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if (trace2.startpos.DistTo(trace2.endpos) < 26.0f)
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return false;
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}
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return true;
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