//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 //v3.3 - 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 $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 // 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 //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 //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 $boxCollision = 0; // off is the old AABB method aka the old method package flagFix{ function ShapeBase::throwObject(%this,%obj){ parent::throwObject(%this,%obj); %data = %obj.getDatablock(); if($ftEnable && %data.getName() $= "Flag"){ %tpos = %obj.getTransform(); %fpos = getWords(%tpos,0, 2); %obj.dtLastPos = %fpos; %vel = %obj.getVelocity(); %posOffset = VectorAdd(%fpos, VectorScale(VectorNormalize(%vel), 2)); if($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 %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)); %obj.dtLastPos = %fwoPos; } } } } } function CTFGame::startMatch(%game){ parent::startMatch(%game); if(!isEventPending(Game.flagLoop)){ $TeamFlag[1].resetTime = 0; $TeamFlag[2].resetTime = 0; %game.atHomeFlagLoop(); } } function LCTFGame::startMatch(%game){ parent::startMatch(%game); if(!isEventPending(Game.flagLoop)){ $TeamFlag[1].resetTime = 0; $TeamFlag[2].resetTime = 0; %game.atHomeFlagLoop(); } } function SCtFGame::startMatch(%game){ parent::startMatch(%game); if(!isEventPending(Game.flagLoop)){ $TeamFlag[1].resetTime = 0; $TeamFlag[2].resetTime = 0; %game.atHomeFlagLoop(); } } function PracticeCTFGame::startMatch(%game){ parent::startMatch(%game); if(!isEventPending(Game.flagLoop)){ $TeamFlag[1].resetTime = 0; $TeamFlag[2].resetTime = 0; %game.atHomeFlagLoop(); } } //prevents frame perfect flag touches witch can cause bad stuff to happen in ctf function CTFGame::playerTouchFlag(%game, %player, %flag){ if(%flag.lastFlagCallms > 0 && $limitFlagCalls){ %timeDif = getSimTime() - %flag.lastFlagCallms; 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; } } %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; } } %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; } } %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); if(%val && $antiFlagImpluse > 0 && %obj.lastDropTime > 0){ %time = getSimTime() - %obj.lastDropTime; if(%time < $antiFlagImpluse){ %val = 0; } } return %val; } }; activatePackage(flagFix); 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; } 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); $plrBoxMax = %maxA = getWords(%halfSize,0,1) SPC getWord(%playerSize,2); $plrBox = %minA SPC %maxA; %vSubA = vectorSub(%maxA, %minA); %flagSize = $flagBoxSize; %halfSize = vectorMul(%flagSize, "0.5 0.5 0"); $flagBoxMin = %minB = VectorSub("0 0 -0.1", %halfSize); $flagBoxMax = %maxB = getWords(%halfSize,0,1) SPC getWord(%flagSize,2); $flagBox = %minB SPC %maxB; %vSubB = vectorSub(%maxB, %minB); %box[0] = "0 0 0"; %box[1] = "1 0 0"; %box[2] = "0 1 0"; %box[3] = "1 1 0"; %box[4] = "0 0 1"; %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])); $flagBoxData[%i] = vectorAdd(%minB, vectorMul(%vSubB, %box[%i])); } }generateBoxData(); function vectorLerp(%point1, %point2, %t) { return vectorAdd(%point1, vectorScale(vectorSub(%point2, %point1), %t)); } function boxIntersectAABB(%plr, %flg, %lerpPos){ if($boxCollision == 2){ %fpos = %flg.getPosition(); %a = vectorAdd($plrBoxMin, %lerpPos) SPC vectorAdd($plrBoxMax, %lerpPos); %b = vectorAdd($flagBoxMin, %fpos) SPC vectorAdd($flagBoxMax, %fpos); } else{ %plrMinMax = %plr.getObjectBox(); %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)); } function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){ //////////////////////////////////////////////////////////////////////////////// //obj tunneling check %flagPos = %flag.getPosition(); 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 %wallMask = $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType; %terRay = containerRayCast(%flag.dtLastPos, %fOffset, %wallMask, %flag); if(%terRay){ %flag.setTransform(%flag.dtLastPos SPC getWords(%flag.getTransform(), 3, 6)); } else{ %flag.dtLastPos = %fOffset; } } } //////////////////////////////////////////////////////////////////////////////// //flag collision check InitContainerRadiusSearch( %flagPos, $flagCheckRadius, $TypeMasks::PlayerObjectType); while((%player = containerSearchNext()) != 0){ %playerPos = %player.getPosition(); //%rot = getWords(%player.getTransform(),3,6); if((%rsTeam && %flag.team != %player.team) || !%rsTeam || %player == %ext){ %flagDist = vectorDist(%flagPos, %playerPos); if(%player.lastSim > 0 && (%player.getState() !$= "Dead")){// only check at speed //%fdot = vectorDot(vectorNormalize(%player.getVelocity()),vectorNormalize(VectorSub(%flagPos, %playerPos))); // %tickDist = vectorLen(%player.getVelocity()) * ($flagSimTime/1000); %sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos) + 1.5); if((getSimTime() - %player.lastSim) <= 128 && %flagDist-2 < %sweepCount){//make sure are last position is valid //schedule(1000,0,"drawBeamItem", %player.oldPos,%playerPos,15000); for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something %lerpPos = vectorLerp(%playerPos, %player.oldPos, %i/(%sweepCount-1));//back sweep //%point = MatrixMulPoint(%lerpPos SPC %rot, "-0.6 -0.6 0"); //schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "1.2 1.2 2.3", 15000); if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){ // %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); break; } else if($boxCollision > 1 && boxIntersectAABB(%player, %flag, %lerpPos)){ %flag.getDataBlock().onCollision(%flag, %player); break; } } } } } %player.oldPos = %playerPos; %player.lastSim = getSimTime(); } //error("scan count" SPC %scanCount SPC %scanPlrCount); } function DefaultGame::atHomeFlagLoop(%game){ if(isObject($TeamFlag[1]) && isObject($TeamFlag[2])){ if($flagResetTime > 0){ if(%game.flagResetTime > $flagResetTime){ if($TeamFlag[1].isHome){ $TeamFlag[1].setTransform($TeamFlag[1].originalPosition); } if($TeamFlag[2].isHome){ $TeamFlag[2].setTransform($TeamFlag[2].originalPosition); } %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($TeamFlag[2],1,0);// only look at the other team } else if(!$TeamFlag[1].isHome && $TeamFlag[2].isHome){//01 if(isObject($TeamFlag[1].carrier)){// flag has been dropped %game.flagColTest($TeamFlag[2],1, $TeamFlag[1].carrier); //scan for other team expect for are carrier } else{ %game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it %game.flagColTest($TeamFlag[2],1,0);// team 2 flag is still at home so only scan for the other team } } else if($TeamFlag[1].isHome && !$TeamFlag[2].isHome){//10 if(isObject($TeamFlag[2].carrier)){// flag has been dropped %game.flagColTest($TeamFlag[1],1, $TeamFlag[2].carrier); //scan for other team expect for are carrier } else{ %game.flagColTest($TeamFlag[1],1,0);// team 1 flag is still at home so only scan for the other team %game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it } } else if(!$TeamFlag[1].isHome && !$TeamFlag[2].isHome){//00 if(!isObject($TeamFlag[1].carrier)){// flag has been dropped %game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it } if(!isObject($TeamFlag[2].carrier)){// flag has been dropped %game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it } } } if(isObject(Game) && $ftEnable){ %speed = ($HostGamePlayerCount - $HostGameBotCount > 0) ? $flagSimTime : 30000; %game.flagLoop = %game.schedule(%speed, "atHomeFlagLoop"); } } 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 = %scanPos SPC getWords(%matrixA,3,6); } %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"); %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"); // 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; %fvec = %player.getForwardVector(); %vel = vectorScale(%fvec,%speed); %player.setVelocity(%vel); }