| 1 | float targetPos[MAXPLAYERS+1][3]; |
| 2 | int targetEnt[MAXPLAYERS+1]; |
| 3 | |
| 4 | static char STORE_KEY[] = "SEND_TO_HEAVEN"; |
| 5 | |
| 6 | void SendToHeaven_OnActivate(int apologizer, int target, const char[] eventId) { |
| 7 | Handle h = CreateTimer(1.0, Timer_Levitate, GetClientUserId(apologizer), TIMER_REPEAT); |
| 8 | SorryStore[apologizer].SetBool(STORE_KEY, true); |
| 9 | } |
| 10 | |
| 11 | Action Timer_Levitate(Handle h, int userid) { |
| 12 | int client = GetClientOfUserId(userid); |
| 13 | if(client > 0) { |
| 14 | int entity = FindNearestEntityInRange(client, "player", 500.0); |
| 15 | if(entity > 0) { |
| 16 | targetEnt[client] = entity; |
| 17 | GetEntPropVector(entity, Prop_Data, "m_vecOrigin", targetPos[client]); |
| 18 | } |
| 19 | } |
| 20 | return Plugin_Handled; |
| 21 | } |
| 22 | |
| 23 | Action SendToHeaven_OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2]) { |
| 24 | if(client > 0 && SorryStore[client].ContainsKey(STORE_KEY)) { |
| 25 | // Make client "look at" the target for the calculation |
| 26 | float result[3], pos[3]; |
| 27 | GetClientAbsOrigin(client, pos); |
| 28 | MakeVectorFromPoints(targetPos[client], pos, result); |
| 29 | GetVectorAngles(result, angles); |
| 30 | if(angles[0] >= 270){ |
| 31 | angles[0] -= 270; |
| 32 | angles[0] = (90-angles[0]); |
| 33 | } else { |
| 34 | if(angles[0] <= 90){ |
| 35 | angles[0] *= -1; |
| 36 | } |
| 37 | } |
| 38 | angles[1] -= 180; |
| 39 | |
| 40 | // PrintToServer("look at -> (%.0f %.0f %.0f) %d", targetPos[client][0], targetPos[client][1], targetPos[client][2], targetEnt[client]); |
| 41 | |
| 42 | if(buttons & IN_FORWARD) { |
| 43 | // GetHorizontalPositionFromOrigin(pos, angles, 1.0, pos); |
| 44 | float theta = DegToRad(angles[1]); |
| 45 | vel[0] = 150.0 * Cosine(theta); |
| 46 | vel[1] = 150.0 * Sine(theta); |
| 47 | SetAbsVelocity(client, vel); |
| 48 | // TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vel); |
| 49 | // SetAbsOrigin(client, pos); |
| 50 | return Plugin_Changed; |
| 51 | } else if(buttons & IN_BACK) { |
| 52 | float theta = DegToRad(angles[1]); |
| 53 | vel[0] = -150.0 * Cosine(theta); |
| 54 | vel[1] = -150.0 * Sine(theta); |
| 55 | SetAbsVelocity(client, vel); |
| 56 | } else if(buttons & IN_MOVELEFT) { |
| 57 | float theta = DegToRad(angles[1] - 90.0); |
| 58 | vel[0] = -150.0 * Cosine(theta); |
| 59 | vel[1] = -150.0 * Sine(theta); |
| 60 | SetAbsVelocity(client, vel); |
| 61 | } else if(buttons & IN_MOVERIGHT) { |
| 62 | float theta = DegToRad(angles[1] - 90.0); |
| 63 | vel[0] = 150.0 * Cosine(theta); |
| 64 | vel[1] = 150.0 * Sine(theta); |
| 65 | SetAbsVelocity(client, vel); |
| 66 | } |
| 67 | return Plugin_Changed; |
| 68 | } |
| 69 | return Plugin_Continue; |
| 70 | } |
| 71 | |
| 72 | void SetHorizontalVelocity(int client, const float heading, const float speed) { |
| 73 | float theta = DegToRad(heading); |
| 74 | float vel[3]; |
| 75 | vel[0] += speed * Cosine(theta); |
| 76 | vel[1] += speed * Sine(theta); |
| 77 | SetAbsVelocity(client, vel); |
| 78 | } |
jackz / test: move to player
Last active 13 hours ago
makes player redirect movement to the nearest other player