#include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; #include common_scripts\utility; init() { SetDvarIfUninitialized( "sv_customcallbacks", true ); SetDvarIfUninitialized( "sv_framewaittime", 0.05 ); SetDvarIfUninitialized( "sv_additionalwaittime", 0.1 ); SetDvarIfUninitialized( "sv_maxstoredframes", 12 ); SetDvarIfUninitialized( "sv_printradarupdates", 0 ); SetDvarIfUninitialized( "sv_printradar_updateinterval", 500 ); SetDvarIfUninitialized( "sv_iw4madmin_url", "http://127.0.0.1:1624" ); level thread onPlayerConnect(); if (getDvarInt("sv_printradarupdates") == 1) { level thread runRadarUpdates(); } level waittill( "prematch_over" ); level.callbackPlayerKilled = ::Callback_PlayerKilled; level.callbackPlayerDamage = ::Callback_PlayerDamage; level.callbackPlayerDisconnect = ::Callback_PlayerDisconnect; } onPlayerConnect( player ) { for( ;; ) { level waittill( "connected", player ); player setClientDvar("cl_autorecord", 1); player setClientDvar("cl_demosKeep", 200); player thread waitForFrameThread(); player thread waitForAttack(); } } waitForAttack() { self endon( "disconnect" ); self.lastAttackTime = 0; for( ;; ) { self notifyOnPlayerCommand( "player_shot", "+attack" ); self waittill( "player_shot" ); self.lastAttackTime = getTime(); } } getHttpString( url ) { request = httpGet( url ); request waittill( "done", success, data ); request destroy(); } runRadarUpdates() { interval = int(getDvar("sv_printradar_updateinterval")); for ( ;; ) { for ( i = 0; i <= 17; i++ ) { player = level.players[i]; if ( isDefined( player ) ) { payload = player.guid + ";" + player.origin + ";" + player getPlayerAngles() + ";" + player.team + ";" + player.kills + ";" + player.deaths + ";" + player.score + ";" + player GetCurrentWeapon() + ";" + player.health + ";" + isAlive(player) + ";" + player.timePlayed["total"]; logPrint( "LiveRadar;" + payload + "\n" ); } } wait( interval / 1000 ); } } 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 (i = 0; i < getDvarInt( "sv_maxstoredframes" ); i++) { self.anglePositions[i] = self getPlayerAngles(); } for( ;; ) { self.anglePositions[self.currentAnglePosition] = self getPlayerAngles(); wait( getDvarFloat( "sv_framewaittime" ) ); self.currentAnglePosition = (self.currentAnglePosition + 1) % getDvarInt( "sv_maxstoredframes" ); } } waitForAdditionalAngles( logString, beforeFrameCount, afterFrameCount ) { currentIndex = self.currentAnglePosition; wait( 0.05 * afterFrameCount ); self.angleSnapshot = []; for( j = 0; j < self.anglePositions.size; j++ ) { self.angleSnapshot[j] = self.anglePositions[j]; } anglesStr = ""; collectedFrames = 0; i = currentIndex - beforeFrameCount; while (collectedFrames < beforeFrameCount) { fixedIndex = i; if (i < 0) { fixedIndex = self.angleSnapshot.size - abs(i); } anglesStr += self.angleSnapshot[int(fixedIndex)] + ":"; collectedFrames++; i++; } if (i == currentIndex) { anglesStr += self.angleSnapshot[i] + ":"; i++; } collectedFrames = 0; while (collectedFrames < afterFrameCount) { fixedIndex = i; if (i > self.angleSnapshot.size - 1) { fixedIndex = i % self.angleSnapshot.size; } anglesStr += self.angleSnapshot[int(fixedIndex)] + ":"; collectedFrames++; i++; } lastAttack = int(getTime()) - int(self.lastAttackTime); isAlive = isAlive(self); logPrint(logString + ";" + anglesStr + ";" + isAlive + ";" + lastAttack + "\n" ); } vectorScale( vector, scale ) { return ( vector[0] * scale, vector[1] * scale, vector[2] * scale ); } Process_Hit( type, attacker, sHitLoc, sMeansOfDeath, iDamage, sWeapon ) { if (sMeansOfDeath == "MOD_FALLING" || !isPlayer(attacker)) { return; } 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 ); logLine = "Script" + type + ";" + _attacker.guid + ";" + victim.guid + ";" + _attacker GetTagOrigin("tag_eye") + ";" + location + ";" + iDamage + ";" + sWeapon + ";" + sHitLoc + ";" + sMeansOfDeath + ";" + _attacker getPlayerAngles() + ";" + int(gettime()) + ";" + isKillstreakKill + ";" + _attacker playerADS() + ";0;0"; attacker thread waitForAdditionalAngles( logLine, 2, 2 ); } Callback_PlayerDamage( eInflictor, attacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime ) { if ( self.health - iDamage > 0 ) { isFriendlyFire = level.teamBased && isDefined( attacker ) && ( self != attacker ) && isDefined( attacker.team ) && ( self.pers[ "team" ] == attacker.team ); if ( !isFriendlyFire ) { 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(); }