diff --git a/Classic/prefs/MapRotation.cs b/Classic/prefs/MapRotation.cs index 0e847ad..83cd9cd 100644 --- a/Classic/prefs/MapRotation.cs +++ b/Classic/prefs/MapRotation.cs @@ -475,7 +475,7 @@ addRotationMap("Blink", "LCTF",1,0,-1,-1); addRotationMap("HillSideLT", "LCTF",1,1,-1,10); addRotationMap("IcePick", "LCTF",1,1,-1,16); addRotationMap("OsIrisLT", "LCTF",1,0,-1,-1); -addRotationMap("GrassyKnoll", "LCTF",1,1,-1,-1); +addRotationMap("GrassyKnollLT", "LCTF",1,1,-1,-1); addRotationMap("TWL2_MuddySwamp", "LCTF",1,0,8,-1); addRotationMap("SandyRunLT", "LCTF",1,0,-1,12); addRotationMap("Sentry", "LCTF",1,1,-1,-1); @@ -533,6 +533,7 @@ addRotationMap("FrozenForgeLT", "LCTF",1,1,-1,20); addRotationMap("TWL2_CelerityLT", "LCTF",1,1,-1,20); addRotationMap("El_FinLT", "LCTF",1,1,-1,14); addRotationMap("CapriLT", "LCTF",1,1,-1,14); +addRotationMap("RunenmachtLT", "LCTF",1,1,-1,14); // _____ _ _ _ _ diff --git a/Classic/scripts/autoexec/flagTunnelingFix.cs b/Classic/scripts/autoexec/flagTunnelingFix.cs index e901d8e..a7a6e35 100644 --- a/Classic/scripts/autoexec/flagTunnelingFix.cs +++ b/Classic/scripts/autoexec/flagTunnelingFix.cs @@ -1,5 +1,6 @@ //Fixes for collision tunneling and other issues, note only tested in classic //Script By:DarkTiger +//v3.8 - removed sweep optimization/ bug fix in old method //v3.7 - removed bypass code //v3.6 - lctf and SCtFGame //v3.5 - tweaks @@ -32,9 +33,6 @@ $flagBoxSize = "0.796666 0.139717 2.46029"; //0 = old AABB method uses fixed box size makes the player bit narrow //1 = new OBB method uses perfect box intersection -//2 = AABB method but uses boundbox can make the player larger then it is given there direction -//3 = AABB fixed sizes uses $playerSizeBox and $flagBoxSize to do the box checking -$boxCollision = 0; // off is the old AABB method aka the old method package flagFix{ function ShapeBase::throwObject(%this,%obj){ @@ -282,7 +280,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){ //%fdot = vectorDot(vectorNormalize(%player.getVelocity()),vectorNormalize(VectorSub(%flagPos, %playerPos))); // %tickDist = vectorLen(%player.getVelocity()) * ($flagSimTime/1000); %sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos) + 1.5); - if((getSimTime() - %player.lastSim) <= 128 && %flagDist-2 < %sweepCount){//make sure are last position is valid + if((getSimTime() - %player.lastSim) <= 128){//make sure are last position is valid //schedule(1000,0,"drawBeamItem", %player.oldPos,%playerPos,15000); for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something %lerpPos = vectorLerp(%playerPos, %player.oldPos, %i/(%sweepCount-1));//back sweep @@ -294,7 +292,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){ %flag.getDataBlock().onCollision(%flag, %player); break; } - else if($boxCollision > 1 && boxIntersectAABB(%player, %flag, %lerpPos)){ + else if(!$boxCollision && boxIntersectAABB(%player, %flag, %lerpPos)){ %flag.getDataBlock().onCollision(%flag, %player); break; } @@ -439,4 +437,4 @@ function testFlagSpeed(%speed){ %fvec = %player.getForwardVector(); %vel = vectorScale(%fvec,%speed); %player.setVelocity(%vel); -} +} \ No newline at end of file