wip playerfit check
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a10831ac99
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@ -77,7 +77,11 @@ bool IsEntityVectorVisible(CachedEntity *entity, Vector endpos);
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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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Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist,
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bool checkWalkable = false);
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float vectorMax(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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@ -82,13 +82,6 @@ void checkAFK()
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}
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}
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float vectormax(Vector i) // TODO: Move to helpers.cpp soon tm
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{
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float res = fmaxf(i.x, i.y);
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return fmaxf(res, i.z);
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}
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void init()
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{
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for (int i = 0; i < afkTicks.size(); i++)
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@ -100,19 +93,19 @@ void init()
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}
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bool canReachVector(Vector loc)
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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, MASK_PLAYERSOLID, &trace::filter_no_player,
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&trace);
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if (trace.startpos.z - trace.endpos.z <= 75) // higher as to avoid small false positives, player can jump 72 hu
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return true;
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return false;
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}
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//bool canReachVector(Vector loc)
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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,
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// &trace);
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// if (trace.startpos.z - trace.endpos.z <= 75) // higher as to avoid small false positives, player can jump 72 hu
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// return true;
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// return false;
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//}
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// auto add checked crumbs for the walbot to follow
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bool addCrumbs(CachedEntity *target, Vector corner = g_pLocalPlayer->v_Origin)
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@ -120,14 +113,10 @@ bool addCrumbs(CachedEntity *target, Vector corner = g_pLocalPlayer->v_Origin)
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if (g_pLocalPlayer->v_Origin != corner)
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{
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Vector dist = corner - g_pLocalPlayer->v_Origin;
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Vector distabs = dist;
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distabs.x = fabsf(distabs.x);
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distabs.y = fabsf(distabs.y);
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distabs.z = fabsf(distabs.z);
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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(distabs) * 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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@ -135,14 +124,10 @@ bool addCrumbs(CachedEntity *target, Vector corner = g_pLocalPlayer->v_Origin)
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}
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Vector dist = target->m_vecOrigin() - corner;
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Vector distabs = dist;
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distabs.x = fabsf(distabs.x);
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distabs.y = fabsf(distabs.y);
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distabs.z = fabsf(distabs.z);
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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(distabs) * 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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@ -108,7 +108,8 @@ void WalkTo(const Vector &vector)
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// Function to get the corner location that a vischeck to an entity is possible
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// from
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Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist)
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Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist,
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bool checkWalkable)
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{
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int maxiterations = maxdist / 40;
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Vector origin = player->m_vecOrigin();
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@ -141,9 +142,13 @@ Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist)
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virtualOrigin)) // check if player can see the
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// players virtualOrigin
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continue;
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if (VisCheckEntFromEntVector(
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if (!VisCheckEntFromEntVector(
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virtualOrigin, player,
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target)) // check if the virtualOrigin can see the target
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continue;
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if (!checkWalkable)
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return virtualOrigin;
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if (canReachVector(virtualOrigin))
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return virtualOrigin; // return the corner position that we know
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// can see the target
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}
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@ -151,6 +156,66 @@ Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist)
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return { 0, 0, 0 };
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}
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float vectorMax(Vector i) // Returns a vectors max value. For example: {123,
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// -150, 125} = 125
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{
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float res = fmaxf(i.x, i.y);
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return fmaxf(res, i.z);
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}
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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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return result;
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}
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// check to see if we can reach a vector or if it is too high / doesn't leave
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// enough space for the player
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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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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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switch (i) // what to check
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{
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case 0:
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directionalLoc.x = directionalLoc.x + 40;
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break;
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case 1:
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directionalLoc.x = directionalLoc.x - 40;
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break;
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case 2:
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directionalLoc.y = directionalLoc.y + 40;
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break;
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case 3:
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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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return false;
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}
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return true;
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}
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std::string GetLevelName()
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{
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