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/*
* Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
*
* 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 <math.h>
#include "con_.h"
#include "engineapi.h"
#include "errmsg.h"
#include "ent.h"
#include "feature.h"
#include "gamedata.h"
#include "gametype.h"
#include "intdefs.h"
#include "langext.h"
#include "mem.h"
#include "vcall.h"
FEATURE("Left 4 Dead warp testing")
REQUIRE(ent)
REQUIRE_GAMEDATA(off_entpos)
REQUIRE_GAMEDATA(off_eyeang)
REQUIRE_GAMEDATA(vtidx_Teleport)
DECL_VFUNC_DYN(void *, GetBaseEntity)
DECL_VFUNC_DYN(void, Teleport, const struct vec3f */*pos*/,
const struct vec3f */*pos*/, const struct vec3f */*vel*/)
DEF_CCMD_HERE_UNREG(sst_l4d_testwarp, "Simulate a bot warping to you",
CON_SERVERSIDE | CON_CHEAT) {
struct edict *ed = ent_getedict(con_cmdclient + 1);
if_cold (!ed) { errmsg_errorx("couldn't access player entity"); return; }
void *e = GetBaseEntity(ed->ent_unknown); // 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 yaw, lessening based on pitch.
float pitch = ang->x * M_PI / 180, yaw = ang->y * M_PI / 180;
float shift = -10 * cos(pitch);
Teleport(e, &(struct vec3f){org->x + shift * cos(yaw),
org->y + shift * sin(yaw), org->z}, 0, &(struct vec3f){0, 0, 0});
}
PREINIT {
return GAMETYPE_MATCHES(L4Dx);
}
INIT {
con_reg(sst_l4d_testwarp);
return true;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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