mirror of
https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-19 16:14:44 +00:00
Merge branch 'Dev' into Stable
This commit is contained in:
commit
fe6120fb0a
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@ -387,10 +387,10 @@ addRotationMap("SignalDX", "CTF",1,0,8,24);
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//In Rotation
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/////////////////////////////////////////////////////////////////////
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addRotationMap("VaubanLak", "Lakrabbit",1,0,8,-1);
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addRotationMap("VaubanLak", "Lakrabbit",1,1,8,-1);
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addRotationMap("MiniSunDried", "Lakrabbit",1,1,-1,12);
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addRotationMap("Sundance", "Lakrabbit",1,1,-1,-1);
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addRotationMap("TWL_BeachBlitzLak", "Lakrabbit",1,0,-1,-1);
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addRotationMap("TWL_BeachBlitzLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("DesertofDeathLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("Raindance_nefLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("SunDriedLak", "Lakrabbit",1,1,-1,-1);
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@ -402,11 +402,11 @@ addRotationMap("BoxLak", "Lakrabbit",1,1,-1,10);
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addRotationMap("TitaniaLak", "Lakrabbit",1,0,8,-1);
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addRotationMap("TibbawLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("InfernusLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("S8_GeothermalLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("S8_GeothermalLak", "Lakrabbit",1,0,-1,-1);
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addRotationMap("CankerLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("DustRunLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("CrossfiredLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("CloakofLak", "Lakrabbit",1,1,-1,-1);
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addRotationMap("CloakofLak", "Lakrabbit",1,0,-1,-1);
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addRotationMap("SpectreLak", "Lakrabbit",1,1,-1,-1);
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//Voteable, But not in rotation
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@ -132,7 +132,7 @@ function LCTFGame::initGameVars(%game)
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%game.SCORE_PER_REPAIR_DEP_TUR = 3;
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%game.SCORE_PER_REPAIR_DEP_INV = 2;
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%game.FLAG_RETURN_DELAY = 45 * 1000;
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%game.FLAG_RETURN_DELAY = 25 * 1000;
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%game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000;
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%game.RADIUS_GEN_DEFENSE = 20;
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@ -2521,61 +2521,58 @@ function Player::maxInventory(%this, %data){
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function LCTFGame::LCTFOneMine(%game, %admin, %arg1, %arg2, %arg3, %arg4)
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{
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if( $countdownStarted && $MatchStarted )
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{
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if(%admin)
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{
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killeveryone();
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if(%admin)
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{
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killeveryone();
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if($Host::LCTFOneMine)
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{
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messageAll('MsgAdminForce', '\c2The Admin has disabled One Mine Inventory.');
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if($Host::LCTFOneMine)
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{
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messageAll('MsgAdminForce', '\c2The Admin has disabled One Mine Inventory.');
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if (isActivePackage(LCTFOneMine))
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deactivatePackage(LCTFOneMine);
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$Host::LCTFOneMine = false;
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}
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else
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{
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messageAll('MsgAdminForce', '\c2The Admin has enabled One Mine Inventory.');
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if (!isActivePackage(LCTFOneMine))
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activatePackage(LCTFOneMine);
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$Host::LCTFOneMine = true;
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}
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}
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else
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{
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%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
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if(%totalVotes > 0 && (%game.totalVotesFor / ClientGroup.getCount()) > ($Host::VotePasspercent / 100))
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{
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killeveryone();
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if($Host::LCTFOneMine)
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{
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messageAll('MsgVotePassed', '\c2One Mine Inventory Disabled.');
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if (isActivePackage(LCTFOneMine))
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deactivatePackage(LCTFOneMine);
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$Host::LCTFOneMine = false;
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}
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else
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{
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messageAll('MsgAdminForce', '\c2The Admin has enabled One Mine Inventory.');
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$Host::LCTFOneMine = false;
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}
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else
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{
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messageAll('MsgVotePassed', '\c2One Mine Inventory Enabled.');
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if (!isActivePackage(LCTFOneMine))
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activatePackage(LCTFOneMine);
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$Host::LCTFOneMine = true;
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}
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}
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else
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{
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%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
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if(%totalVotes > 0 && (%game.totalVotesFor / ClientGroup.getCount()) > ($Host::VotePasspercent / 100))
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{
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killeveryone();
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if($Host::LCTFOneMine)
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{
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messageAll('MsgVotePassed', '\c2One Mine Inventory Disabled.');
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if (isActivePackage(LCTFOneMine))
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deactivatePackage(LCTFOneMine);
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$Host::LCTFOneMine = false;
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}
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else
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{
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messageAll('MsgVotePassed', '\c2One Mine Inventory Enabled.');
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if (!isActivePackage(LCTFOneMine))
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activatePackage(LCTFOneMine);
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$Host::LCTFOneMine = true;
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}
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}
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else
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messageAll('MsgVoteFailed', '\c2Mode change did not pass: %1 percent.', mFloor(%game.totalVotesFor/ClientGroup.getCount() * 100));
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}
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}
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$Host::LCTFOneMine = true;
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}
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}
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else
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messageAll('MsgVoteFailed', '\c2Mode change did not pass: %1 percent.', mFloor(%game.totalVotesFor/ClientGroup.getCount() * 100));
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}
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}
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// For voting to work properly - evo admin.ovl
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@ -44,7 +44,12 @@ function loadMissionStage2()
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//Tournament Mode specifics
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if($Host::TournamentMode)
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$Host::TimeLimit = 30; //TimeLimit Always 30 minutes in Tourney Mode
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{
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if(!$CurrentMissionType $= "LCTF")
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$Host::TimeLimit = 30; //TimeLimit Always 30 minutes in Tourney Mode
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else //LCTF 20 Minutes
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$Host::TimeLimit = 20; //TimeLimit Always 20 minutes in LCTF Tourney Mode
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}
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else
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{
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//Disable if active
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@ -1,39 +1,39 @@
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//Fixes for collision tunneling and other issues, note only tested in classic
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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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//v3.7 - removed bypass code
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//v3.6 - lctf and SCtFGame
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//v3.5 - tweaks
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//v3.4 - switch over to using SAT/OBB for hitbox detection accuracy, also heavy optimizations becuase of this change
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//v3.4 - switch over to using SAT/OBB for hitbox detection accuracy, also heavy optimizations becuase of this change
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//v3.3 - fixed ceiling deadstoping,fixed wall and ceiling tunneling $antiObjTunnel
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//V3.2 - script refactor, removed flag sim in favor of just an offset on toss
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$ftEnable = 1;//disables all
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||||
$ftEnable = 1;//disables all
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$limitFlagCalls = 1; // prevents frame perfect events witch can cause bad outcomes
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$antiCeiling = 1; // note this is auto enabled with $boxStuckFix as it needs to check for this
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$antiObjTunnel = 0;//prevents terrain and interior tunneling more thigns can be added see first part of DefaultGame::flagColTest
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$antiFlagImpluse = 1000;//time out period to prevent explosions from effecting flags on drop/toss
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$boxStuckFix = 1;// enables flag offset, spawns the flag outside of the player to keep it from getting stuck
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$flagOffset = 1;// how far to offset the flag 1m seems like it works 90% of the time
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$boxStuckFix = 1;// enables flag offset, spawns the flag outside of the player to keep it from getting stuck
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$flagOffset = 1;// how far to offset the flag 1m seems like it works 90% of the time
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// adds initial update to setVelocity and setTransform to updates its parameters across clients
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//enable $flagResetTime with setting it to 5000 if you disable a mempatch
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//expermental flag static fix
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//enable $flagResetTime with setting it to 5000 if you disable a mempatch
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//expermental flag static fix
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//memPatch("60456c","11000018");//transform
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memPatch("6040ff","01"); //setVelocity
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$flagResetTime = 0;// 1000-5000 if you want this feature enabled, resets flag to stand in case of desync should not be needed
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$flagResetTime = 0;// 1000-5000 if you want this feature enabled, resets flag to stand in case of desync should not be needed
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//best to leave these values alone unless you understand what the code is doing
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$flagSimTime = 64;//note a higher the time, the larger the sweep scans will be
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$flagCheckRadius = 50;
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//best to leave these values alone unless you understand what the code is doing
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$flagSimTime = 64;//note a higher the time, the larger the sweep scans will be
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$flagCheckRadius = 50;
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$playerSizeBox = "1.2 1.2 2.3";
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$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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//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 = 1;// off is the old AABB method aka the old method
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package flagFix{
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@ -41,28 +41,28 @@ package flagFix{
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parent::throwObject(%this,%obj);
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%data = %obj.getDatablock();
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if($ftEnable && %data.getName() $= "Flag"){
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%tpos = %obj.getTransform();
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%fpos = getWords(%tpos,0, 2);
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%tpos = %obj.getTransform();
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%fpos = getWords(%tpos,0, 2);
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%obj.dtLastPos = %fpos;
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%vel = %obj.getVelocity();
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%posOffset = VectorAdd(%fpos, VectorScale(VectorNormalize(%vel), 2));
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if($antiCeiling){//flag height 2.46029
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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
|
||||
//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
|
||||
%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
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if(%upRay){
|
||||
%obj.setTransform(vectorSub(%this.getPosition(),"0 0" SPC 0.3) SPC getWords(%this.getTransform(),3,6));
|
||||
%obj.setVelocity(getWords(%vel,0,1) SPC 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
if($boxStuckFix && !%upRay){
|
||||
%wallMask = $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType;
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||||
%wallRay = containerRayCast(%fpos, %posOffset, %wallMask, %obj);
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|
||||
|
||||
%fwoPos = VectorAdd(%fpos, VectorScale(VectorNormalize(%vel), $flagOffset));
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||||
|
||||
|
||||
%upRay = containerRayCast(vectorAdd(%fwoPos,"0 0 0.1"), vectorAdd(%fwoPos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
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||||
|
||||
|
||||
if(!%wallRay){// make sure we dont end up in a wall
|
||||
if(!%upRay){
|
||||
%obj.setTransform(%fwoPos SPC getWords(%this.getTransform(),3,6));
|
||||
|
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@ -71,7 +71,7 @@ package flagFix{
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function CTFGame::startMatch(%game){
|
||||
parent::startMatch(%game);
|
||||
|
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@ -90,7 +90,7 @@ package flagFix{
|
|||
%game.atHomeFlagLoop();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function SCtFGame::startMatch(%game){
|
||||
parent::startMatch(%game);
|
||||
if(!isEventPending(Game.flagLoop)){
|
||||
|
|
@ -99,7 +99,7 @@ package flagFix{
|
|||
%game.atHomeFlagLoop();
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||||
}
|
||||
}
|
||||
|
||||
|
||||
function PracticeCTFGame::startMatch(%game){
|
||||
parent::startMatch(%game);
|
||||
if(!isEventPending(Game.flagLoop)){
|
||||
|
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@ -113,77 +113,77 @@ package flagFix{
|
|||
function CTFGame::playerTouchFlag(%game, %player, %flag){
|
||||
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
|
||||
%timeDif = getSimTime() - %flag.lastFlagCallms;
|
||||
if(%timeDif < 32){
|
||||
return;
|
||||
if(%timeDif < 32){
|
||||
return;
|
||||
}
|
||||
}
|
||||
%flag.lastFlagCallms = getSimTime();
|
||||
parent::playerTouchFlag(%game, %player, %flag);
|
||||
}
|
||||
|
||||
|
||||
function LCTFGame::playerTouchFlag(%game, %player, %flag){
|
||||
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
|
||||
%timeDif = getSimTime() - %flag.lastFlagCallms;
|
||||
if(%timeDif < 32){
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
%flag.lastFlagCallms = getSimTime();
|
||||
parent::playerTouchFlag(%game, %player, %flag);
|
||||
}
|
||||
|
||||
|
||||
function SCtFGame::playerTouchFlag(%game, %player, %flag){
|
||||
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
|
||||
%timeDif = getSimTime() - %flag.lastFlagCallms;
|
||||
if(%timeDif < 32){
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
%flag.lastFlagCallms = getSimTime();
|
||||
parent::playerTouchFlag(%game, %player, %flag);
|
||||
}
|
||||
|
||||
|
||||
function PracticeCTFGame::playerTouchFlag(%game, %player, %flag){
|
||||
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
|
||||
%timeDif = getSimTime() - %flag.lastFlagCallms;
|
||||
if(%timeDif < 32){
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
%flag.lastFlagCallms = getSimTime();
|
||||
parent::playerTouchFlag(%game, %player, %flag);
|
||||
}
|
||||
|
||||
|
||||
function CTFGame::playerDroppedFlag(%game, %player){
|
||||
%flag = %player.holdingFlag;
|
||||
%flag.lastDropTime = getSimTime();
|
||||
parent::playerDroppedFlag(%game, %player);
|
||||
}
|
||||
|
||||
|
||||
function LCTFGame::playerDroppedFlag(%game, %player){
|
||||
%flag = %player.holdingFlag;
|
||||
%flag.lastDropTime = getSimTime();
|
||||
parent::playerDroppedFlag(%game, %player);
|
||||
}
|
||||
|
||||
|
||||
function SCtFGame::playerDroppedFlag(%game, %player){
|
||||
%flag = %player.holdingFlag;
|
||||
%flag.lastDropTime = getSimTime();
|
||||
parent::playerDroppedFlag(%game, %player);
|
||||
}
|
||||
|
||||
|
||||
function PracticeCTFGame::playerDroppedFlag(%game, %player){
|
||||
%flag = %player.holdingFlag;
|
||||
%flag.lastDropTime = getSimTime();
|
||||
parent::playerDroppedFlag(%game, %player);
|
||||
}
|
||||
|
||||
|
||||
function Flag::shouldApplyImpulse(%data, %obj){
|
||||
%val = parent::shouldApplyImpulse(%data, %obj);
|
||||
%val = parent::shouldApplyImpulse(%data, %obj);
|
||||
if(%val && $antiFlagImpluse > 0 && %obj.lastDropTime > 0){
|
||||
%time = getSimTime() - %obj.lastDropTime;
|
||||
if(%time < $antiFlagImpluse){
|
||||
%val = 0;
|
||||
%val = 0;
|
||||
}
|
||||
}
|
||||
return %val;
|
||||
|
|
@ -195,11 +195,11 @@ function vectorMul(%a,%b){
|
|||
%x = getWords(%a,0) * getWords(%b,0);
|
||||
%y = getWords(%a,1) * getWords(%b,1);
|
||||
%z = getWords(%a,2) * getWords(%b,2);
|
||||
return %x SPC %y SPC %z;
|
||||
return %x SPC %y SPC %z;
|
||||
}
|
||||
|
||||
function generateBoxData(){
|
||||
|
||||
|
||||
%playerSize = $playerSizeBox; //"1.2 1.2 2.3";
|
||||
%halfSize = vectorMul(%playerSize, "0.5 0.5 0");
|
||||
$plrBoxMin = %minA = VectorSub("0 0 0", %halfSize);
|
||||
|
|
@ -222,12 +222,12 @@ function generateBoxData(){
|
|||
%box[5] = "1 0 1";
|
||||
%box[6] = "0 1 1";
|
||||
%box[7] = "1 1 1";
|
||||
|
||||
|
||||
for(%i = 0; %i < 8; %i++){
|
||||
$playerBoxData[%i] = vectorAdd(%minA, vectorMul(%vSubA, %box[%i]));
|
||||
$flagBoxData[%i] = vectorAdd(%minB, vectorMul(%vSubB, %box[%i]));
|
||||
}
|
||||
|
||||
|
||||
}generateBoxData();
|
||||
|
||||
function vectorLerp(%point1, %point2, %t) {
|
||||
|
|
@ -237,7 +237,7 @@ function vectorLerp(%point1, %point2, %t) {
|
|||
function boxIntersectAABB(%plr, %flg, %lerpPos){
|
||||
if($boxCollision == 2){
|
||||
%fpos = %flg.getPosition();
|
||||
|
||||
|
||||
%a = vectorAdd($plrBoxMin, %lerpPos) SPC vectorAdd($plrBoxMax, %lerpPos);
|
||||
%b = vectorAdd($flagBoxMin, %fpos) SPC vectorAdd($flagBoxMax, %fpos);
|
||||
}
|
||||
|
|
@ -246,7 +246,7 @@ function boxIntersectAABB(%plr, %flg, %lerpPos){
|
|||
%a = vectorAdd(getWords(%plrMinMax,0,2), %lerpPos) SPC vectorAdd(getWords(%plrMinMax,3,5), %lerpPos);
|
||||
%b = %flg.getWorldBox();
|
||||
}
|
||||
|
||||
|
||||
return (getWord(%a, 0) <= getWord(%b, 3) && getWord(%a, 3) >= getWord(%b, 0)) &&
|
||||
(getWord(%a, 1) <= getWord(%b, 4) && getWord(%a, 4) >= getWord(%b, 1)) &&
|
||||
(getWord(%a, 2)<= getWord(%b, 5) && getWord(%a, 5) >= getWord(%b, 2));
|
||||
|
|
@ -259,7 +259,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
|
|||
if(!%flag.isHome && $antiObjTunnel){
|
||||
%fOffset =vectorAdd(%flagPos,"0 0 0.1");
|
||||
%dist = vectorDist(%flag.dtLastPos, %fOffset);
|
||||
if(%dist > 2.5){//2.5 is the rough flag height
|
||||
if(%dist > 2.5){//2.5 is the rough flag height
|
||||
%wallMask = $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType;
|
||||
%terRay = containerRayCast(%flag.dtLastPos, %fOffset, %wallMask, %flag);
|
||||
if(%terRay){
|
||||
|
|
@ -288,7 +288,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
|
|||
%lerpPos = vectorLerp(%playerPos, %player.oldPos, %i/(%sweepCount-1));//back sweep
|
||||
//%point = MatrixMulPoint(%lerpPos SPC %rot, "-0.6 -0.6 0");
|
||||
//schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "1.2 1.2 2.3", 15000);
|
||||
if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){
|
||||
if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){
|
||||
// %point = MatrixMulPoint(%flagPos SPC %rot,"-0.398 -0.069 0");
|
||||
// schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "0.796666 0.139717 4", 15000);
|
||||
%flag.getDataBlock().onCollision(%flag, %player);
|
||||
|
|
@ -306,7 +306,7 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
|
|||
%player.lastSim = getSimTime();
|
||||
}
|
||||
//error("scan count" SPC %scanCount SPC %scanPlrCount);
|
||||
}
|
||||
}
|
||||
|
||||
function DefaultGame::atHomeFlagLoop(%game){
|
||||
if(isObject($TeamFlag[1]) && isObject($TeamFlag[2])){
|
||||
|
|
@ -321,36 +321,36 @@ function DefaultGame::atHomeFlagLoop(%game){
|
|||
%game.flagResetTime = 0;
|
||||
}
|
||||
%game.flagResetTime += $flagSimTime;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if($TeamFlag[1].isHome && $TeamFlag[2].isHome){//11
|
||||
%game.flagColTest($TeamFlag[1],1,0);// only look at the other team
|
||||
%game.flagColTest($TeamFlag[2],1,0);// only look at the other team
|
||||
%game.flagColTest($TeamFlag[1],1,0);// only look at the other team
|
||||
%game.flagColTest($TeamFlag[2],1,0);// only look at the other team
|
||||
}
|
||||
else if(!$TeamFlag[1].isHome && $TeamFlag[2].isHome){//01
|
||||
if(isObject($TeamFlag[1].carrier)){// flag has been dropped
|
||||
%game.flagColTest($TeamFlag[2],1, $TeamFlag[1].carrier); //scan for other team expect for are carrier
|
||||
%game.flagColTest($TeamFlag[2],1, $TeamFlag[1].carrier); //scan for other team expect for are carrier
|
||||
}
|
||||
else{
|
||||
%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
|
||||
%game.flagColTest($TeamFlag[2],1,0);// team 2 flag is still at home so only scan for the other team
|
||||
%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
|
||||
%game.flagColTest($TeamFlag[2],1,0);// team 2 flag is still at home so only scan for the other team
|
||||
}
|
||||
}
|
||||
else if($TeamFlag[1].isHome && !$TeamFlag[2].isHome){//10
|
||||
if(isObject($TeamFlag[2].carrier)){// flag has been dropped
|
||||
%game.flagColTest($TeamFlag[1],1, $TeamFlag[2].carrier); //scan for other team expect for are carrier
|
||||
%game.flagColTest($TeamFlag[1],1, $TeamFlag[2].carrier); //scan for other team expect for are carrier
|
||||
}
|
||||
else{
|
||||
%game.flagColTest($TeamFlag[1],1,0);// team 1 flag is still at home so only scan for the other team
|
||||
%game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it
|
||||
%game.flagColTest($TeamFlag[1],1,0);// team 1 flag is still at home so only scan for the other team
|
||||
%game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it
|
||||
}
|
||||
}
|
||||
else if(!$TeamFlag[1].isHome && !$TeamFlag[2].isHome){//00
|
||||
if(!isObject($TeamFlag[1].carrier)){// flag has been dropped
|
||||
%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
|
||||
%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
|
||||
}
|
||||
if(!isObject($TeamFlag[2].carrier)){// flag has been dropped
|
||||
%game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it
|
||||
%game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -362,80 +362,80 @@ function DefaultGame::atHomeFlagLoop(%game){
|
|||
|
||||
function boxIntersect(%objA, %objB, %scanPos) {
|
||||
// Retrieve the 8 corners of the box for both objects
|
||||
%matrixA = %objA.getTransform();
|
||||
if(getWordCount(%scanPos)){// need to check a postion other then default
|
||||
%matrixA = %objA.getTransform();
|
||||
if(getWordCount(%scanPos)){// need to check a postion other then default
|
||||
%matrixA = %scanPos SPC getWords(%matrixA,3,6);
|
||||
}
|
||||
%matrixB = %objB.getTransform();
|
||||
%matrixB = %objB.getTransform();
|
||||
|
||||
|
||||
|
||||
%cornerA[0] = MatrixMulPoint(%matrixA, "-0.6 -0.6 0");
|
||||
%cornerA[1] = MatrixMulPoint(%matrixA, "0.6 -0.6 0");
|
||||
%cornerA[2] = MatrixMulPoint(%matrixA, "-0.6 0.6 0");
|
||||
%cornerA[3] = MatrixMulPoint(%matrixA, "0.6 0.6 0");
|
||||
|
||||
|
||||
%cornerA[4] = MatrixMulPoint(%matrixA, "-0.6 -0.6 2.3");
|
||||
%cornerA[5] = MatrixMulPoint(%matrixA, "0.6 -0.6 2.3");
|
||||
%cornerA[6] = MatrixMulPoint(%matrixA, "-0.6 0.6 2.3");
|
||||
%cornerA[7] = MatrixMulPoint(%matrixA, "0.6 0.6 2.3");
|
||||
|
||||
|
||||
%cornerA[7] = MatrixMulPoint(%matrixA, "0.6 0.6 2.3");
|
||||
|
||||
|
||||
%cornerB[0] = MatrixMulPoint(%matrixB, "-0.398333 -0.0698583 -0.1");
|
||||
%cornerB[1] = MatrixMulPoint(%matrixB, "0.398333 -0.0698583 -0.1");
|
||||
%cornerB[2] = MatrixMulPoint(%matrixB, "-0.398333 0.0698587 -0.1");
|
||||
%cornerB[3] = MatrixMulPoint(%matrixB, "0.398333 0.0698587 -0.1");
|
||||
|
||||
|
||||
%cornerB[4] = MatrixMulPoint(%matrixB, "-0.398333 -0.0698583 2.46029");
|
||||
%cornerB[5] = MatrixMulPoint(%matrixB, "0.398333 -0.0698583 2.46029");
|
||||
%cornerB[6] = MatrixMulPoint(%matrixB, "-0.398333 0.0698587 2.46029");
|
||||
%cornerB[7] = MatrixMulPoint(%matrixB, "0.398333 0.0698587 2.46029");
|
||||
|
||||
%cornerB[7] = MatrixMulPoint(%matrixB, "0.398333 0.0698587 2.46029");
|
||||
|
||||
// Define the axes to test (these are the edges of both boxes)
|
||||
%ax[0] = vectorNormalize(vectorSub(%cornerA[1], %cornerA[0]));//X cross forward and up
|
||||
%ax[1] = vectorNormalize(vectorSub(%cornerA[2], %cornerA[0]));//Y forward vector
|
||||
%ax[2] = "0 0 1";
|
||||
|
||||
|
||||
%ax[3] = vectorNormalize(vectorSub(%cornerB[1], %cornerB[0]));//X cross forward and up
|
||||
%ax[4] = vectorNormalize(vectorSub(%cornerB[2], %cornerB[0])); //Y forward vector
|
||||
%ax[5] = "0 0 1";
|
||||
|
||||
|
||||
|
||||
// For each axis
|
||||
for (%i = 0; %i < 6; %i++) {
|
||||
%axis = %ax[%i];
|
||||
|
||||
|
||||
// Project each corner of box A onto the axis
|
||||
%minProjA = vectorDot(%cornerA[0], %axis);
|
||||
%maxProjA = %minProjA;
|
||||
|
||||
|
||||
for (%j = 1; %j < 8; %j++) {
|
||||
%projA = vectorDot(%cornerA[%j], %axis);
|
||||
|
||||
|
||||
%minProjA = (%projA < %minProjA) ? %projA : %minProjA;
|
||||
%maxProjA = (%projA > %maxProjA) ? %projA : %maxProjA;
|
||||
}
|
||||
|
||||
|
||||
// Project each corner of box B onto the axis
|
||||
%minProjB = vectorDot(%cornerB[0], %axis);
|
||||
%maxProjB = %minProjB;
|
||||
|
||||
|
||||
for (%j = 1; %j < 8; %j++) {
|
||||
%projB = vectorDot(%cornerB[%j], %axis);
|
||||
%minProjB = (%projB < %minProjB) ? %projB : %minProjB;
|
||||
%maxProjB = (%projB > %maxProjB) ? %projB : %maxProjB;
|
||||
}
|
||||
|
||||
|
||||
// Check for overlap
|
||||
if (%maxProjA < %minProjB || %maxProjB < %minProjA) {
|
||||
return false; // No overlap on this axis, boxes do not intersect
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return true; // Overlap on all axes, boxes intersect
|
||||
}
|
||||
|
||||
function testFlagSpeed(%speed){
|
||||
%player = LocalClientConnection.player;
|
||||
%player = LocalClientConnection.player;
|
||||
%fvec = %player.getForwardVector();
|
||||
%vel = vectorScale(%fvec,%speed);
|
||||
%player.setVelocity(%vel);
|
||||
|
|
|
|||
Loading…
Reference in a new issue