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Flag terrain fix
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parent
cd6caeb67a
commit
4c656ec404
1 changed files with 14 additions and 8 deletions
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@ -57,19 +57,25 @@ package flagFix{
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activatePackage(flagFix);
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function DefaultGame::flagColTest(%game, %flag){
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if( !%flag.isHome ){// keeps flags from getting stuck in ceilings
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//flag ceiling check
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if( !%flag.isHome ){
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%flag.stuckChkTimer += $flagSimTime;
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if(%flag.stuckChkTimer > $flagStuckTime){
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%fpos = %flag.getPosition();
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%upRay = containerRayCast(%fpos, vectorAdd(%fpos,"0 0 2.4"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType | $TypeMasks::ForceFieldObjectType, %flag);
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if(%upRay){
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%dist = vectorDist(%fpos,getWords(%upRay,1,3));
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//error(%dist);
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%flag.setPosition(vectorSub(%fpos,"0 0" SPC (2.5 - %dist)));
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if(%flag.stuckChkTimer > $flagStuckTime){ // rate limit are checks
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if(vectorLen(%flag.getVelocity()) < 2){ // only check if we are not at speed
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%fpos = %flag.getPosition();
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//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
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%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.4"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %flag);
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if(%upRay){
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%dist = vectorDist(%fpos,getWords(%upRay,1,3));
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//error(%dist);
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%flag.setPosition(vectorSub(%fpos,"0 0" SPC (2.5 - %dist)));
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}
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}
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%flag.stuckChkTimer = 0;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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//flag collision check
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%Box2 = %flag.getWorldBox();
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InitContainerRadiusSearch( %flag.getWorldBoxCenter(), $flagCheckRadius, $TypeMasks::PlayerObjectType);
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while((%player = containerSearchNext()) != 0){
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