IW4M-Admin/_customcallbacks.gsc

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
init()
{
SetDvarIfUninitialized("sv_customcallbacks", true);
SetDvarIfUninitialized("sv_framewaittime", 0.05);
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SetDvarIfUninitialized("sv_additionalwaittime", 0.1);
SetDvarIfUninitialized("sv_maxstoredframes", 4);
level thread onPlayerConnect();
level waittill("prematch_over");
level.callbackPlayerKilled = ::Callback_PlayerKilled;
level.callbackPlayerDamage = ::Callback_PlayerDamage;
level.callbackPlayerDisconnect = ::Callback_PlayerDisconnect;
level.playerTags = [];
level.playerTags[0] = "j_head";
level.playerTags[1] = "j_neck";
level.playerTags[2] = "j_spineupper";
level.playerTags[3] = "j_spinelower";
level.playerTags[4] = "j_shoulder_ri";
level.playerTags[5] = "j_shoulder_le";
level.playerTags[6] = "j_elbow_ri";
level.playerTags[7] = "j_elbow_le";
level.playerTags[8] = "j_wrist_ri";
level.playerTags[9] = "j_wrist_le";
level.playerTags[10] = "j_hip_ri";
level.playerTags[11] = "j_hip_le";
level.playerTags[12] = "j_knee_ri";
level.playerTags[13] = "j_knee_le";
level.playerTags[14] = "j_ankle_ri";
level.playerTags[15] = "j_ankle_le";
level.playerTags[16] = "j_helmet";
}
onPlayerConnect(player)
{
for(;;)
{
level waittill( "connected", player );
player thread waitForFrameThread();
}
}
visibilityMultiplierForBone(bone)
{
multiplier = 0;
switch (bone)
{
case "none":
break;
case "j_helmet":
case "j_head":
multiplier = 0.0216;
break;
case "j_neck":
multiplier = 0.0236;
break;
case "j_spineupper":
multiplier = 0.1977;
break;
case "j_spinelower":
multiplier = 0.2202;
break;
case "j_shoulder_ri":
case "j_shoulder_le":
multiplier = 0.0344;
break;
case "j_elbow_ri":
case "j_elbow_le":
multiplier = 0.03394;
break;
case "j_wrist_ri":
case "j_wrist_le":
multiplier = 0.01296;
break;
case "j_hip_ri":
case "j_hip_le":
multiplier = 0.0860;
break;
case "j_knee_ri":
case "j_knee_le":
multiplier = 0.0782;
break;
case "j_ankle_ri":
case "j_ankle_le":
multiplier = 0.0118;
break;
case "gun":
break;
}
return multiplier;
}
hitLocationToBone(hitloc)
{
switch(hitloc)
{
case "helmet":
return "j_helmet";
case "head":
return "j_head";
case "neck":
return "j_neck";
case "torso_upper":
return "j_spineupper";
case "torso_lower":
return "j_spinelower";
case "right_arm_upper":
return "j_shoulder_ri";
case "left_arm_upper":
return "j_shoulder_le";
case "right_arm_lower":
return "j_elbow_ri";
case "left_arm_lower":
return "j_elbow_le";
case "right_hand":
return "j_wrist_ri";
case "left_hand":
return "j_wrist_le";
case "right_leg_upper":
return "j_hip_ri";
case "left_leg_upper":
return "j_hip_le";
case "right_leg_lower":
return "j_knee_ri";
case "left_leg_lower":
return "j_knee_le";
case "right_foot":
return "j_ankle_ri";
case "left_foot":
return "j_ankle_le";
default:
return "tag_origin";
}
}
waitForFrameThread()
{
self endon("disconnect");
self.currentAnglePosition = 0;
self.anglePositions = [];
for(;;)
{
self.anglePositions[self.currentAnglePosition] = self getPlayerAngles();
wait(getDvarFloat("sv_framewaittime"));
self.currentAnglePosition = (self.currentAnglePosition + 1) % getDvarInt("sv_maxstoredframes");
}
}
waitForAdditionalAngles(logString)
{
wait(getDvarFloat("sv_additionalwaittime"));
self.angleSnapshot = [];
for(i = 0; i < getDvarInt("sv_maxstoredframes"); i++)
{
self.angleSnapshot[i] = self.anglePositions[i];
}
currentPos = self.currentAnglePosition;
anglesStr = "";
i = 0;
if (currentPos < getDvarInt("sv_maxstoredframes") - 1)
{
i = currentPos + 1;
}
while(i != currentPos)
{
anglesStr += self.angleSnapshot[i] + ":";
i = (i + 1) % getDvarInt("sv_maxstoredframes");
}
logPrint(logString + ";" + anglesStr + "\n");
}
runVisibilityCheck(attacker, victim)
{
start = attacker getTagOrigin("tag_eye");
traceVisibilityAmount = 0;
for (i = 0; i < 17; i++)
{
if (sightTracePassed(start, victim getTagOrigin(level.playerTags[i]), false, attacker))
{
traceVisibilityAmount += 1.0 * visibilityMultiplierForBone(level.playerTags[i]);
}
}
return traceVisibilityAmount;
}
vectorScale(vector, scale)
{
return (vector[0] * scale, vector[1] * scale, vector[2] * scale);
}
Process_Hit(type, attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon)
{
victim = self;
_attacker = attacker;
if (!isPlayer(attacker) && isDefined(attacker.owner))
_attacker = attacker.owner;
else if(!isPlayer(attacker) && sMeansOfDeath == "MOD_FALLING")
_attacker = victim;
location = victim GetTagOrigin(hitLocationToBone(sHitLoc));
isKillstreakKill = !isPlayer(attacker) || isKillstreakWeapon(sWeapon);
// do the tracing stuff
start = _attacker getTagOrigin("tag_eye");
end = location;
trace = bulletTrace(start, end, true, _attacker);
playerVisibilityPercentage = runVisibilityCheck(_attacker, victim);
logLine = "Script" + type + ";" + _attacker.guid + ";" + victim.guid + ";" + _attacker GetTagOrigin("tag_eye") + ";" + location + ";" + iDamage + ";" + sWeapon + ";" + sHitLoc + ";" + sMeansOfDeath + ";" + _attacker getPlayerAngles() + ";" + gettime() + ";" + isKillstreakKill + ";" + _attacker playerADS() + ";" + trace["fraction"] + ";" + playerVisibilityPercentage;
attacker thread waitForAdditionalAngles(logLine);
}
Callback_PlayerDamage( eInflictor, attacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
if (level.teamBased && isDefined( attacker ) && ( self != attacker ) && isDefined( attacker.team ) && ( self.pers[ "team" ] == attacker.team ))
return;
if (self.health - iDamage > 0)
{
self Process_Hit("Damage", attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon);
}
self maps\mp\gametypes\_damage::Callback_PlayerDamage(eInflictor, attacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
}
Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
Process_Hit("Kill", attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon);
self maps\mp\gametypes\_damage::Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration );
}
Callback_PlayerDisconnect()
{
level notify("disconnected", self);
self maps\mp\gametypes\_playerlogic::Callback_PlayerDisconnect();
}