From 6d0db0d5bee0201b732149616a691827367cfb35 Mon Sep 17 00:00:00 2001 From: Michael Smith Date: Tue, 3 May 2022 04:20:27 +0100 Subject: Add entity property finding and L4D warp testing This was a lot more code than expected, but it might be finally close to time to release the next beta... We'll see if any more rabbit holes present themselves to jump into, though. --- src/l4dwarp.c | 60 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 60 insertions(+) create mode 100644 src/l4dwarp.c (limited to 'src/l4dwarp.c') diff --git a/src/l4dwarp.c b/src/l4dwarp.c new file mode 100644 index 0000000..94b7911 --- /dev/null +++ b/src/l4dwarp.c @@ -0,0 +1,60 @@ +/* + * Copyright © 2022 Michael Smith + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + * + * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH + * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY + * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, + * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM + * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + * PERFORMANCE OF THIS SOFTWARE. + */ + +#define _USE_MATH_DEFINES // ... windows. +#include +#include + +#include "con_.h" +#include "engineapi.h" +#include "ent.h" +#include "gamedata.h" +#include "gametype.h" +#include "intdefs.h" +#include "mem.h" +#include "vcall.h" + +DECL_VFUNC_DYN(void *, GetBaseEntity) +DECL_VFUNC_DYN(void, Teleport, const struct vec3f *pos, const struct vec3f *ang, + const struct vec3f *vel) + +DEF_CCMD_HERE_UNREG(sst_l4d_testwarp, "Simulate a bot warping to you", + CON_SERVERSIDE) { + struct edict *ed = ent_getedict(con_cmdclient + 1); + if (!ed) { con_warn("error: couldn't access player entity\n"); return; } + void *e = VCALL(ed->ent_unknown, GetBaseEntity); // is this call required? + struct vec3f *org = mem_offset(e, off_entpos); + struct vec3f *ang = mem_offset(e, off_eyeang); + // L4D idle warps go up to 10 units behind relative to whatever angle the + // player is facing, lessening the distance based on pitch angle but never + // displacing vertically + float pitch = ang->x * M_PI / 180, yaw = ang->y * M_PI / 180; + float shift = -10 * cos(pitch); + VCALL(e, Teleport, &(struct vec3f){org->x + shift * cos(yaw), + org->y + shift * sin(yaw), org->z}, 0, &(struct vec3f){0, 0, 0}); +} + +bool l4dwarp_init(void) { + if (!GAMETYPE_MATCHES(L4Dx)) return false; + if (!has_off_entpos || !has_off_eyeang || !has_vtidx_Teleport) { + con_warn("l4dwarp: missing gamedata entries for this engine\n"); + return false; + } + con_reg(sst_l4d_testwarp); + return true; +} + +// vi: sw=4 ts=4 noet tw=80 cc=80 -- cgit v1.2.3