Merge branch 'Dev' into Stable

This commit is contained in:
ChocoTaco 2025-05-04 13:00:42 -04:00
commit fe6120fb0a
4 changed files with 138 additions and 136 deletions

View file

@ -387,10 +387,10 @@ addRotationMap("SignalDX", "CTF",1,0,8,24);
//In Rotation
/////////////////////////////////////////////////////////////////////
addRotationMap("VaubanLak", "Lakrabbit",1,0,8,-1);
addRotationMap("VaubanLak", "Lakrabbit",1,1,8,-1);
addRotationMap("MiniSunDried", "Lakrabbit",1,1,-1,12);
addRotationMap("Sundance", "Lakrabbit",1,1,-1,-1);
addRotationMap("TWL_BeachBlitzLak", "Lakrabbit",1,0,-1,-1);
addRotationMap("TWL_BeachBlitzLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("DesertofDeathLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("Raindance_nefLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("SunDriedLak", "Lakrabbit",1,1,-1,-1);
@ -402,11 +402,11 @@ addRotationMap("BoxLak", "Lakrabbit",1,1,-1,10);
addRotationMap("TitaniaLak", "Lakrabbit",1,0,8,-1);
addRotationMap("TibbawLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("InfernusLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("S8_GeothermalLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("S8_GeothermalLak", "Lakrabbit",1,0,-1,-1);
addRotationMap("CankerLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("DustRunLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("CrossfiredLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("CloakofLak", "Lakrabbit",1,1,-1,-1);
addRotationMap("CloakofLak", "Lakrabbit",1,0,-1,-1);
addRotationMap("SpectreLak", "Lakrabbit",1,1,-1,-1);
//Voteable, But not in rotation

View file

@ -132,7 +132,7 @@ function LCTFGame::initGameVars(%game)
%game.SCORE_PER_REPAIR_DEP_TUR = 3;
%game.SCORE_PER_REPAIR_DEP_INV = 2;
%game.FLAG_RETURN_DELAY = 45 * 1000;
%game.FLAG_RETURN_DELAY = 25 * 1000;
%game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000;
%game.RADIUS_GEN_DEFENSE = 20;
@ -2521,61 +2521,58 @@ function Player::maxInventory(%this, %data){
function LCTFGame::LCTFOneMine(%game, %admin, %arg1, %arg2, %arg3, %arg4)
{
if( $countdownStarted && $MatchStarted )
{
if(%admin)
{
killeveryone();
if(%admin)
{
killeveryone();
if($Host::LCTFOneMine)
{
messageAll('MsgAdminForce', '\c2The Admin has disabled One Mine Inventory.');
if($Host::LCTFOneMine)
{
messageAll('MsgAdminForce', '\c2The Admin has disabled One Mine Inventory.');
if (isActivePackage(LCTFOneMine))
deactivatePackage(LCTFOneMine);
$Host::LCTFOneMine = false;
}
else
{
messageAll('MsgAdminForce', '\c2The Admin has enabled One Mine Inventory.');
if (!isActivePackage(LCTFOneMine))
activatePackage(LCTFOneMine);
$Host::LCTFOneMine = true;
}
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / ClientGroup.getCount()) > ($Host::VotePasspercent / 100))
{
killeveryone();
if($Host::LCTFOneMine)
{
messageAll('MsgVotePassed', '\c2One Mine Inventory Disabled.');
if (isActivePackage(LCTFOneMine))
deactivatePackage(LCTFOneMine);
$Host::LCTFOneMine = false;
}
else
{
messageAll('MsgAdminForce', '\c2The Admin has enabled One Mine Inventory.');
$Host::LCTFOneMine = false;
}
else
{
messageAll('MsgVotePassed', '\c2One Mine Inventory Enabled.');
if (!isActivePackage(LCTFOneMine))
activatePackage(LCTFOneMine);
$Host::LCTFOneMine = true;
}
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if(%totalVotes > 0 && (%game.totalVotesFor / ClientGroup.getCount()) > ($Host::VotePasspercent / 100))
{
killeveryone();
if($Host::LCTFOneMine)
{
messageAll('MsgVotePassed', '\c2One Mine Inventory Disabled.');
if (isActivePackage(LCTFOneMine))
deactivatePackage(LCTFOneMine);
$Host::LCTFOneMine = false;
}
else
{
messageAll('MsgVotePassed', '\c2One Mine Inventory Enabled.');
if (!isActivePackage(LCTFOneMine))
activatePackage(LCTFOneMine);
$Host::LCTFOneMine = true;
}
}
else
messageAll('MsgVoteFailed', '\c2Mode change did not pass: %1 percent.', mFloor(%game.totalVotesFor/ClientGroup.getCount() * 100));
}
}
$Host::LCTFOneMine = true;
}
}
else
messageAll('MsgVoteFailed', '\c2Mode change did not pass: %1 percent.', mFloor(%game.totalVotesFor/ClientGroup.getCount() * 100));
}
}
// For voting to work properly - evo admin.ovl

View file

@ -44,7 +44,12 @@ function loadMissionStage2()
//Tournament Mode specifics
if($Host::TournamentMode)
$Host::TimeLimit = 30; //TimeLimit Always 30 minutes in Tourney Mode
{
if(!$CurrentMissionType $= "LCTF")
$Host::TimeLimit = 30; //TimeLimit Always 30 minutes in Tourney Mode
else //LCTF 20 Minutes
$Host::TimeLimit = 20; //TimeLimit Always 20 minutes in LCTF Tourney Mode
}
else
{
//Disable if active

View file

@ -1,39 +1,39 @@
//Fixes for collision tunneling and other issues, note only tested in classic
//Fixes for collision tunneling and other issues, note only tested in classic
//Script By:DarkTiger
//v3.7 - removed bypass code
//v3.6 - lctf and SCtFGame
//v3.5 - tweaks
//v3.4 - switch over to using SAT/OBB for hitbox detection accuracy, also heavy optimizations becuase of this change
//v3.4 - switch over to using SAT/OBB for hitbox detection accuracy, also heavy optimizations becuase of this change
//v3.3 - fixed ceiling deadstoping,fixed wall and ceiling tunneling $antiObjTunnel
//V3.2 - script refactor, removed flag sim in favor of just an offset on toss
$ftEnable = 1;//disables all
$ftEnable = 1;//disables all
$limitFlagCalls = 1; // prevents frame perfect events witch can cause bad outcomes
$antiCeiling = 1; // note this is auto enabled with $boxStuckFix as it needs to check for this
$antiObjTunnel = 0;//prevents terrain and interior tunneling more thigns can be added see first part of DefaultGame::flagColTest
$antiFlagImpluse = 1000;//time out period to prevent explosions from effecting flags on drop/toss
$boxStuckFix = 1;// enables flag offset, spawns the flag outside of the player to keep it from getting stuck
$flagOffset = 1;// how far to offset the flag 1m seems like it works 90% of the time
$boxStuckFix = 1;// enables flag offset, spawns the flag outside of the player to keep it from getting stuck
$flagOffset = 1;// how far to offset the flag 1m seems like it works 90% of the time
// adds initial update to setVelocity and setTransform to updates its parameters across clients
//enable $flagResetTime with setting it to 5000 if you disable a mempatch
//expermental flag static fix
//enable $flagResetTime with setting it to 5000 if you disable a mempatch
//expermental flag static fix
//memPatch("60456c","11000018");//transform
memPatch("6040ff","01"); //setVelocity
$flagResetTime = 0;// 1000-5000 if you want this feature enabled, resets flag to stand in case of desync should not be needed
$flagResetTime = 0;// 1000-5000 if you want this feature enabled, resets flag to stand in case of desync should not be needed
//best to leave these values alone unless you understand what the code is doing
$flagSimTime = 64;//note a higher the time, the larger the sweep scans will be
$flagCheckRadius = 50;
//best to leave these values alone unless you understand what the code is doing
$flagSimTime = 64;//note a higher the time, the larger the sweep scans will be
$flagCheckRadius = 50;
$playerSizeBox = "1.2 1.2 2.3";
$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
//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
$boxCollision = 1;// off is the old AABB method aka the old method
package flagFix{
@ -41,28 +41,28 @@ package flagFix{
parent::throwObject(%this,%obj);
%data = %obj.getDatablock();
if($ftEnable && %data.getName() $= "Flag"){
%tpos = %obj.getTransform();
%fpos = getWords(%tpos,0, 2);
%tpos = %obj.getTransform();
%fpos = getWords(%tpos,0, 2);
%obj.dtLastPos = %fpos;
%vel = %obj.getVelocity();
%posOffset = VectorAdd(%fpos, VectorScale(VectorNormalize(%vel), 2));
if($antiCeiling){//flag height 2.46029
//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 | $TypeMasks::ForceFieldObjectType, %obj);
if(%upRay){
%obj.setTransform(vectorSub(%this.getPosition(),"0 0" SPC 0.3) SPC getWords(%this.getTransform(),3,6));
%obj.setVelocity(getWords(%vel,0,1) SPC 0);
}
}
}
}
if($boxStuckFix && !%upRay){
%wallMask = $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType;
%wallRay = containerRayCast(%fpos, %posOffset, %wallMask, %obj);
%fwoPos = VectorAdd(%fpos, VectorScale(VectorNormalize(%vel), $flagOffset));
%upRay = containerRayCast(vectorAdd(%fwoPos,"0 0 0.1"), vectorAdd(%fwoPos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
if(!%wallRay){// make sure we dont end up in a wall
if(!%upRay){
%obj.setTransform(%fwoPos SPC getWords(%this.getTransform(),3,6));
@ -71,7 +71,7 @@ package flagFix{
}
}
}
}
}
function CTFGame::startMatch(%game){
parent::startMatch(%game);
@ -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();
}
}
function PracticeCTFGame::startMatch(%game){
parent::startMatch(%game);
if(!isEventPending(Game.flagLoop)){
@ -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);