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https://github.com/ChocoTaco1/TacoServer.git
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Merge branch 'Dev' into Stable
This commit is contained in:
commit
4550f90942
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@ -475,7 +475,7 @@ addRotationMap("Blink", "LCTF",1,0,-1,-1);
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addRotationMap("HillSideLT", "LCTF",1,1,-1,10);
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addRotationMap("IcePick", "LCTF",1,1,-1,16);
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addRotationMap("OsIrisLT", "LCTF",1,0,-1,-1);
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addRotationMap("GrassyKnoll", "LCTF",1,1,-1,-1);
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addRotationMap("GrassyKnollLT", "LCTF",1,1,-1,-1);
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addRotationMap("TWL2_MuddySwamp", "LCTF",1,0,8,-1);
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addRotationMap("SandyRunLT", "LCTF",1,0,-1,12);
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addRotationMap("Sentry", "LCTF",1,1,-1,-1);
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@ -533,6 +533,7 @@ addRotationMap("FrozenForgeLT", "LCTF",1,1,-1,20);
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addRotationMap("TWL2_CelerityLT", "LCTF",1,1,-1,20);
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addRotationMap("El_FinLT", "LCTF",1,1,-1,14);
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addRotationMap("CapriLT", "LCTF",1,1,-1,14);
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addRotationMap("RunenmachtLT", "LCTF",1,1,-1,14);
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// _____ _ _ _ _
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@ -1,5 +1,6 @@
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//Fixes for collision tunneling and other issues, note only tested in classic
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//Script By:DarkTiger
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//v3.8 - removed sweep optimization/ bug fix in old method
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//v3.7 - removed bypass code
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//v3.6 - lctf and SCtFGame
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//v3.5 - tweaks
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@ -32,9 +33,6 @@ $flagBoxSize = "0.796666 0.139717 2.46029";
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//0 = old AABB method uses fixed box size makes the player bit narrow
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//1 = new OBB method uses perfect box intersection
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//2 = AABB method but uses boundbox can make the player larger then it is given there direction
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//3 = AABB fixed sizes uses $playerSizeBox and $flagBoxSize to do the box checking
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$boxCollision = 0; // off is the old AABB method aka the old method
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package flagFix{
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function ShapeBase::throwObject(%this,%obj){
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@ -282,7 +280,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
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//%fdot = vectorDot(vectorNormalize(%player.getVelocity()),vectorNormalize(VectorSub(%flagPos, %playerPos)));
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// %tickDist = vectorLen(%player.getVelocity()) * ($flagSimTime/1000);
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%sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos) + 1.5);
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if((getSimTime() - %player.lastSim) <= 128 && %flagDist-2 < %sweepCount){//make sure are last position is valid
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if((getSimTime() - %player.lastSim) <= 128){//make sure are last position is valid
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//schedule(1000,0,"drawBeamItem", %player.oldPos,%playerPos,15000);
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for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something
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%lerpPos = vectorLerp(%playerPos, %player.oldPos, %i/(%sweepCount-1));//back sweep
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@ -294,7 +292,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
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%flag.getDataBlock().onCollision(%flag, %player);
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break;
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}
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else if($boxCollision > 1 && boxIntersectAABB(%player, %flag, %lerpPos)){
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else if(!$boxCollision && boxIntersectAABB(%player, %flag, %lerpPos)){
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%flag.getDataBlock().onCollision(%flag, %player);
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break;
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}
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@ -439,4 +437,4 @@ function testFlagSpeed(%speed){
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%fvec = %player.getForwardVector();
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%vel = vectorScale(%fvec,%speed);
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%player.setVelocity(%vel);
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}
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}
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