void ClearLegInjury(FallDamage falldamage) { if (falldamage == null) { return; } falldamage.ClearInjury(); }
void cmdCurePlayer(NetUser netuser, string command, string[] args) { if (!permission.UserHasPermission(netuser.playerClient.userID.ToString(), "advmetabolism.allowed")) { SendReply(netuser, GetMessage("NoPermissionCure", netuser.userID.ToString())); return; } else if (args.Length != 1) { var rootControllable = netuser.playerClient.rootControllable; if (!rootControllable) { return; } var rootCharacter = rootControllable.rootCharacter; if (!rootCharacter) { return; } Metabolism metabolism = rootControllable.GetComponent <Metabolism>(); metabolism.AddCalories(3000); float radLevel = metabolism.GetRadLevel(); metabolism.AddAntiRad(radLevel); FallDamage fallDamage = rootControllable.GetComponent <FallDamage>(); fallDamage.ClearInjury(); HumanBodyTakeDamage humanBodyTakeDamage = rootControllable.GetComponent <HumanBodyTakeDamage>(); humanBodyTakeDamage.SetBleedingLevel(0); SendReply(netuser, GetMessage("CureSelf", netuser.userID.ToString())); return; } else { NetUser targetuser = rust.FindPlayer(args[0]); if (targetuser != null) { var rootControllable = netuser.playerClient.rootControllable; if (!rootControllable) { return; } var rootCharacter = rootControllable.rootCharacter; if (!rootCharacter) { return; } Metabolism metabolism = rootControllable.GetComponent <Metabolism>(); metabolism.AddCalories(3000); float radLevel = metabolism.GetRadLevel(); metabolism.AddAntiRad(radLevel); FallDamage fallDamage = rootControllable.GetComponent <FallDamage>(); fallDamage.ClearInjury(); HumanBodyTakeDamage humanBodyTakeDamage = rootControllable.GetComponent <HumanBodyTakeDamage>(); humanBodyTakeDamage.SetBleedingLevel(0); SendReply(netuser, GetMessage("CureTargetReply", netuser.userID.ToString()) + targetuser.displayName); SendReply(targetuser, GetMessage("CureTargetMessage", netuser.userID.ToString()) + netuser.displayName); } } }
public FallDamageEvent(FallDamage fd, float speed, float num, bool flag, bool flag2) { _fd = fd; _player = Fougerite.Server.Cache[fd.idMain.netUser.userID]; _fallspeed = speed; _num = num; _flag = flag; _flag2 = flag2; }
public static void FallDamage_FallImpact(FallDamage hook, float fallspeed) { object[] args = new object[] { hook, fallspeed }; Method.Invoke("RustExtended.RustHook.FallDamage_FallImpact", args); }
public override void OnStateEnter() { _inputReader = stateMachine.GetComponent <InputReader>(); _stats = stateMachine.GetComponent <StatHolder>().held; _motor = stateMachine.GetComponent <Motor>(); _crouch = stateMachine.GetComponent <Crouch>(); _grounded = stateMachine.GetComponent <Grounded>(); _falldmg = stateMachine.GetComponent <FallDamage>(); #region change motor vals _motor.speed = _stats.runSpeed; _motor.accelRate = _stats.runAccelRate; _motor.sprintHorizontalInputReductionMult = 1f; #endregion }
public override void OnStateEnter() { _motor = stateMachine.GetComponent <Motor>(); _grounded = stateMachine.GetComponent <Grounded>(); _stats = stateMachine.GetComponent <StatHolder>().held; _falldmg = stateMachine.GetComponent <FallDamage>(); _jump = stateMachine.GetComponent <Jump>(); _crouch = stateMachine.GetComponent <Crouch>(); _crouch.crouching = true; if (_falldmg.landingFirm) { _motor.accelMult = Vector3.zero; timeToExit = 0.01f; _falldmg.landingFirm = false; } else if (_falldmg.landingHard) { _motor.accelMult = Vector3.zero; _motor.speed = _stats.runSpeed * 0.6f; _motor.accelRate = _stats.runAccelRate * 0.6f; timeToExit = 0.9f; _jump.disableOverride = true; _falldmg.landingHard = false; } else if (_falldmg.landingSplat) { _motor.accelMult = Vector3.zero; _motor.speed = _stats.runSpeed * 0.2f; _motor.accelRate = _stats.runAccelRate * 0.2f; timeToExit = 1.5f; _jump.disableOverride = true; _falldmg.landingSplat = false; } timer = 0; }
public override void OnStateEnter() { _input = stateMachine.GetComponent <InputReader>(); _stats = stateMachine.GetComponent <StatHolder>().held; _motor = stateMachine.GetComponent <Motor>(); _grounded = stateMachine.GetComponent <Grounded>(); _edgeDetect = stateMachine.GetComponent <EdgeDetect>(); _edgeDetect.enabled = true; _climb = stateMachine.GetComponent <Climb>(); toggle = false; _crouch = stateMachine.GetComponent <Crouch>(); _falldmg = stateMachine.GetComponent <FallDamage>(); #region change motor vals _motor.speed = _stats.airSpeed; _motor.accelRate = _stats.airAccelRate; _motor.sprintHorizontalInputReductionMult = 1f; #endregion }
public static bool IsFriend(HurtEvent e) // ref { GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god"); Fougerite.Player victim = e.Victim as Fougerite.Player; if (victim != null) { if (command.IsOn(victim.UID)) { FallDamage dmg = victim.FallDamage; if (dmg != null) { dmg.ClearInjury(); } return(true); } Fougerite.Player attacker = e.Attacker as Fougerite.Player; if (attacker != null) { FriendsCommand command2 = (FriendsCommand)ChatCommand.GetCommand("amigos"); if (command2.ContainsException(attacker.UID) && command2.ContainsException(victim.UID)) { return(false); } bool b = Core.config.GetBoolSetting("Settings", "friendly_fire"); try { FriendList list = (FriendList)command2.GetFriendsLists()[attacker.UID]; if (list == null || b) { return(false); } return(list.isFriendWith(victim.UID)); } catch { return(false); } } } return(false); }
void cmdChatTeleportCancel(NetUser netuser, string command, string[] args) { FallDamage falldamage = netuser.playerClient.rootControllable.GetComponent <FallDamage>(); if (TPIncoming.ContainsKey(netuser)) { ClearLegInjury(falldamage); var targetplayer = TPIncoming[netuser]; SendReply(netuser, string.Format("[color cyan]You have rejected [color orange]{0}'s request.", targetplayer.displayName)); SendReply(targetplayer, string.Format("{0} has rejected your request.", netuser.displayName)); TPIncoming.Remove(netuser); if (timersList.ContainsKey(targetplayer)) { timersList[targetplayer].Destroy(); timersList.Remove(targetplayer); } TPRequest.Remove(targetplayer); return; } ClearLegInjury(falldamage); ResetRequest(netuser); SendReply(netuser, "[color orange]You have cancelled all current teleportations."); }
public override void Bind(Entity entity, Main main, bool creating = false) { Main.Config settings = main.Settings; Transform transform = entity.GetOrCreate <Transform>("Transform"); entity.CannotSuspend = true; PlayerFactory.Instance = entity; this.SetMain(entity, main); FPSInput input = new FPSInput(); input.EnabledWhenPaused = false; entity.Add("Input", input); Updater parkour = entity.Create <Updater>(); Updater jumper = entity.Create <Updater>(); Player player = entity.GetOrCreate <Player>("Player"); AnimatedModel firstPersonModel = entity.GetOrCreate <AnimatedModel>("FirstPersonModel"); firstPersonModel.MapContent = false; firstPersonModel.Serialize = false; firstPersonModel.Filename.Value = "Models\\joan-firstperson"; firstPersonModel.CullBoundingBox.Value = false; AnimatedModel model = entity.GetOrCreate <AnimatedModel>("Model"); model.MapContent = false; model.Serialize = false; model.Filename.Value = "Models\\joan"; model.CullBoundingBox.Value = false; AnimationController anim = entity.GetOrCreate <AnimationController>("AnimationController"); RotationController rotation = entity.GetOrCreate <RotationController>("Rotation"); BlockPredictor predictor = entity.GetOrCreate <BlockPredictor>("BlockPredictor"); Jump jump = entity.GetOrCreate <Jump>("Jump"); RollKickSlide rollKickSlide = entity.GetOrCreate <RollKickSlide>("RollKickSlide"); Vault vault = entity.GetOrCreate <Vault>("Vault"); WallRun wallRun = entity.GetOrCreate <WallRun>("WallRun"); VoxelTools voxelTools = entity.GetOrCreate <VoxelTools>("VoxelTools"); Footsteps footsteps = entity.GetOrCreate <Footsteps>("Footsteps"); FallDamage fallDamage = entity.GetOrCreate <FallDamage>("FallDamage"); CameraController cameraControl = entity.GetOrCreate <CameraController>("CameraControl"); FPSCamera fpsCamera = entity.GetOrCreate <FPSCamera>("FPSCamera"); fpsCamera.Enabled.Value = false; Rumble rumble = entity.GetOrCreate <Rumble>("Rumble"); Property <Vector3> floor = new Property <Vector3>(); transform.Add(new Binding <Vector3>(floor, () => transform.Position + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height)); AkGameObjectTracker.Attach(entity, floor); predictor.Add(new Binding <Vector3>(predictor.FootPosition, floor)); predictor.Add(new Binding <Vector3>(predictor.LinearVelocity, player.Character.LinearVelocity)); predictor.Add(new Binding <float>(predictor.Rotation, rotation.Rotation)); predictor.Add(new Binding <float>(predictor.MaxSpeed, player.Character.MaxSpeed)); predictor.Add(new Binding <float>(predictor.JumpSpeed, player.Character.JumpSpeed)); predictor.Add(new Binding <bool>(predictor.IsSupported, player.Character.IsSupported)); jump.Add(new Binding <bool>(jump.Crouched, player.Character.Crouched)); jump.Add(new TwoWayBinding <bool>(player.Character.IsSupported, jump.IsSupported)); jump.Add(new TwoWayBinding <bool>(player.Character.HasTraction, jump.HasTraction)); jump.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, jump.LinearVelocity)); jump.Add(new TwoWayBinding <BEPUphysics.Entities.Entity>(jump.SupportEntity, player.Character.SupportEntity)); jump.Add(new TwoWayBinding <Vector3>(jump.SupportVelocity, player.Character.SupportVelocity)); jump.Add(new Binding <Vector2>(jump.AbsoluteMovementDirection, player.Character.MovementDirection)); jump.Add(new Binding <WallRun.State>(jump.WallRunState, wallRun.CurrentState)); jump.Add(new Binding <float>(jump.Rotation, rotation.Rotation)); jump.Add(new Binding <Vector3>(jump.Position, transform.Position)); jump.Add(new Binding <Vector3>(jump.FloorPosition, floor)); jump.Add(new Binding <float>(jump.MaxSpeed, player.Character.MaxSpeed)); jump.Add(new Binding <float>(jump.JumpSpeed, player.Character.JumpSpeed)); jump.Add(new Binding <float>(jump.Mass, player.Character.Mass)); jump.Add(new Binding <float>(jump.LastRollKickEnded, rollKickSlide.LastRollKickEnded)); jump.Add(new Binding <Voxel>(jump.WallRunMap, wallRun.WallRunVoxel)); jump.Add(new Binding <Direction>(jump.WallDirection, wallRun.WallDirection)); jump.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(jump.WalkedOn, footsteps.WalkedOn)); jump.Add(new CommandBinding(jump.DeactivateWallRun, (Action)wallRun.Deactivate)); jump.Add(new CommandBinding <float>(jump.FallDamage, fallDamage.ApplyJump)); jump.Predictor = predictor; jump.Bind(model); jump.Add(new TwoWayBinding <Voxel>(wallRun.LastWallRunMap, jump.LastWallRunMap)); jump.Add(new TwoWayBinding <Direction>(wallRun.LastWallDirection, jump.LastWallDirection)); jump.Add(new TwoWayBinding <bool>(rollKickSlide.CanKick, jump.CanKick)); jump.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, jump.LastSupportedSpeed)); wallRun.Add(new Binding <bool>(wallRun.IsSwimming, player.Character.IsSwimming)); wallRun.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, wallRun.LinearVelocity)); wallRun.Add(new TwoWayBinding <Vector3>(transform.Position, wallRun.Position)); wallRun.Add(new TwoWayBinding <bool>(player.Character.IsSupported, wallRun.IsSupported)); wallRun.Add(new CommandBinding(wallRun.LockRotation, (Action)rotation.Lock)); wallRun.Add(new CommandBinding <float>(wallRun.UpdateLockedRotation, rotation.UpdateLockedRotation)); vault.Add(new CommandBinding(wallRun.Vault, delegate() { vault.Go(true); })); wallRun.Predictor = predictor; wallRun.Add(new Binding <float>(wallRun.Height, player.Character.Height)); wallRun.Add(new Binding <float>(wallRun.JumpSpeed, player.Character.JumpSpeed)); wallRun.Add(new Binding <float>(wallRun.MaxSpeed, player.Character.MaxSpeed)); wallRun.Add(new TwoWayBinding <float>(rotation.Rotation, wallRun.Rotation)); wallRun.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, wallRun.AllowUncrouch)); wallRun.Add(new TwoWayBinding <bool>(player.Character.HasTraction, wallRun.HasTraction)); wallRun.Add(new Binding <float>(wallRun.LastWallJump, jump.LastWallJump)); player.Add(new Binding <WallRun.State>(player.Character.WallRunState, wallRun.CurrentState)); input.Bind(rollKickSlide.RollKickButton, settings.RollKick); rollKickSlide.Add(new Binding <bool>(rollKickSlide.EnableCrouch, player.EnableCrouch)); rollKickSlide.Add(new Binding <float>(rollKickSlide.Rotation, rotation.Rotation)); rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSwimming, player.Character.IsSwimming)); rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSupported, player.Character.IsSupported)); rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.FloorPosition, floor)); rollKickSlide.Add(new Binding <float>(rollKickSlide.Height, player.Character.Height)); rollKickSlide.Add(new Binding <float>(rollKickSlide.MaxSpeed, player.Character.MaxSpeed)); rollKickSlide.Add(new Binding <float>(rollKickSlide.JumpSpeed, player.Character.JumpSpeed)); rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.SupportVelocity, player.Character.SupportVelocity)); rollKickSlide.Add(new TwoWayBinding <bool>(wallRun.EnableEnhancedWallRun, rollKickSlide.EnableEnhancedRollSlide)); rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, rollKickSlide.AllowUncrouch)); rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.Crouched, rollKickSlide.Crouched)); rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, rollKickSlide.EnableWalking)); rollKickSlide.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, rollKickSlide.LinearVelocity)); rollKickSlide.Add(new TwoWayBinding <Vector3>(transform.Position, rollKickSlide.Position)); rollKickSlide.Predictor = predictor; rollKickSlide.Bind(model); rollKickSlide.VoxelTools = voxelTools; rollKickSlide.Add(new CommandBinding(rollKickSlide.DeactivateWallRun, (Action)wallRun.Deactivate)); rollKickSlide.Add(new CommandBinding(rollKickSlide.Footstep, footsteps.Footstep)); rollKickSlide.Add(new CommandBinding(rollKickSlide.LockRotation, (Action)rotation.Lock)); SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_SLIDE_LOOP); vault.Add(new Binding <Vector3>(vault.Position, transform.Position)); vault.Add(new Binding <Vector3>(vault.FloorPosition, floor)); vault.Add(new Binding <float>(vault.MaxSpeed, player.Character.MaxSpeed)); vault.Add(new Binding <WallRun.State>(vault.WallRunState, wallRun.CurrentState)); vault.Add(new CommandBinding(vault.LockRotation, (Action)rotation.Lock)); vault.Add(new CommandBinding(vault.DeactivateWallRun, (Action)wallRun.Deactivate)); vault.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, vault.LastSupportedSpeed)); vault.Add(new CommandBinding <float>(vault.FallDamage, fallDamage.Apply)); vault.Bind(model); vault.Predictor = predictor; vault.Add(new TwoWayBinding <float>(rotation.Rotation, vault.Rotation)); vault.Add(new TwoWayBinding <bool>(player.Character.IsSupported, vault.IsSupported)); vault.Add(new TwoWayBinding <bool>(player.Character.HasTraction, vault.HasTraction)); vault.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, vault.LinearVelocity)); vault.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, vault.EnableWalking)); vault.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, vault.AllowUncrouch)); vault.Add(new TwoWayBinding <bool>(player.Character.Crouched, vault.Crouched)); vault.Add(new Binding <float>(vault.Radius, player.Character.Radius)); rotation.Add(new TwoWayBinding <Vector2>(rotation.Mouse, input.Mouse)); rotation.Add(new Binding <bool>(rotation.Rolling, rollKickSlide.Rolling)); rotation.Add(new Binding <bool>(rotation.Kicking, rollKickSlide.Kicking)); rotation.Add(new Binding <Vault.State>(rotation.VaultState, vault.CurrentState)); rotation.Add(new Binding <WallRun.State>(rotation.WallRunState, wallRun.CurrentState)); voxelTools.Add(new Binding <float>(voxelTools.Height, player.Character.Height)); voxelTools.Add(new Binding <float>(voxelTools.SupportHeight, player.Character.SupportHeight)); voxelTools.Add(new Binding <Vector3>(voxelTools.Position, transform.Position)); anim.Add(new Binding <bool>(anim.IsSupported, player.Character.IsSupported)); anim.Add(new Binding <WallRun.State>(anim.WallRunState, wallRun.CurrentState)); anim.Add(new Binding <bool>(anim.EnableWalking, player.Character.EnableWalking)); anim.Add(new Binding <bool>(anim.Crouched, player.Character.Crouched)); anim.Add(new Binding <Vector3>(anim.LinearVelocity, player.Character.LinearVelocity)); anim.Add(new Binding <Vector2>(anim.Movement, input.Movement)); anim.Add(new Binding <Vector2>(anim.Mouse, input.Mouse)); anim.Add(new Binding <float>(anim.Rotation, rotation.Rotation)); anim.Add(new Binding <Voxel>(anim.WallRunMap, wallRun.WallRunVoxel)); anim.Add(new Binding <Direction>(anim.WallDirection, wallRun.WallDirection)); anim.Add(new Binding <bool>(anim.IsSwimming, player.Character.IsSwimming)); anim.Add(new Binding <bool>(anim.Kicking, rollKickSlide.Kicking)); anim.Add(new Binding <Vector3>(anim.SupportVelocity, player.Character.SupportVelocity)); anim.Add ( new Binding <bool> ( anim.EnableLean, () => player.Character.EnableWalking.Value && player.Character.IsSupported.Value && input.Movement.Value.Y > 0.5f, player.Character.EnableWalking, player.Character.IsSupported, input.Movement ) ); anim.Bind(model); // Camera control model.UpdateWorldTransforms(); cameraControl.Add(new Binding <Vector2>(cameraControl.Mouse, input.Mouse)); cameraControl.Add(new Binding <float>(cameraControl.Lean, x => x * (float)Math.PI * 0.05f, anim.Lean)); cameraControl.Add(new Binding <Vector3>(cameraControl.LinearVelocity, player.Character.LinearVelocity)); cameraControl.Add(new Binding <float>(cameraControl.MaxSpeed, player.Character.MaxSpeed)); cameraControl.Add(new Binding <Matrix>(cameraControl.CameraBone, model.GetBoneTransform("Camera"))); cameraControl.Add(new Binding <Matrix>(cameraControl.HeadBone, model.GetBoneTransform("ORG-head"))); cameraControl.Add(new Binding <Matrix>(cameraControl.ModelTransform, model.Transform)); cameraControl.Add(new Binding <float>(cameraControl.BaseCameraShakeAmount, () => MathHelper.Clamp((player.Character.LinearVelocity.Value.Length() - (player.Character.MaxSpeed * 2.5f)) / (player.Character.MaxSpeed * 4.0f), 0, 1), player.Character.LinearVelocity, player.Character.MaxSpeed)); cameraControl.Offset = model.GetBoneTransform("Camera").Value.Translation - model.GetBoneTransform("ORG-head").Value.Translation; float heightOffset = 0.1f; #if VR if (main.VR) { heightOffset = 0.4f; } #endif cameraControl.Offset += new Vector3(0, heightOffset, 0); rumble.Add(new Binding <float>(rumble.CameraShake, cameraControl.TotalCameraShake)); rumble.Add(new CommandBinding <float>(fallDamage.Rumble, rumble.Go)); rumble.Add(new CommandBinding <float>(player.Rumble, rumble.Go)); rumble.Add(new CommandBinding <float>(rollKickSlide.Rumble, rumble.Go)); firstPersonModel.Add(new Binding <bool>(firstPersonModel.Enabled, x => !x, cameraControl.ThirdPerson)); model.Add(new ChangeBinding <bool>(cameraControl.ThirdPerson, delegate(bool old, bool value) { if (value && !old) { model.UnsupportedTechniques.Remove(Technique.Clip); model.UnsupportedTechniques.Remove(Technique.Render); } else if (old && !value) { model.UnsupportedTechniques.Add(Technique.Clip); model.UnsupportedTechniques.Add(Technique.Render); } })); Lemma.Console.Console.AddConCommand(new Console.ConCommand("third_person", "Toggle third-person view (WARNING: EXPERIMENTAL)", delegate(Console.ConCommand.ArgCollection args) { cameraControl.ThirdPerson.Value = !cameraControl.ThirdPerson; })); entity.Add(new CommandBinding(entity.Delete, delegate() { Lemma.Console.Console.RemoveConCommand("third_person"); })); #if DEVELOPMENT ModelAlpha debugCylinder = new ModelAlpha(); debugCylinder.Filename.Value = "AlphaModels\\cylinder"; debugCylinder.Add(new Binding <Matrix>(debugCylinder.Transform, transform.Matrix)); debugCylinder.Serialize = false; debugCylinder.Alpha.Value = 0.25f; debugCylinder.Add(new Binding <bool>(debugCylinder.Enabled, cameraControl.ThirdPerson)); debugCylinder.Add(new Binding <Vector3>(debugCylinder.Scale, delegate() { return(new Vector3(player.Character.Radius * 2.0f, player.Character.Height, player.Character.Radius * 2.0f)); }, player.Character.Height, player.Character.Radius)); entity.Add(debugCylinder); #endif // When rotation is locked, we want to make sure the player can't turn their head // 180 degrees from the direction they're facing #if VR if (main.VR) { input.MaxY.Value = input.MinY.Value = 0; } else #endif input.Add(new Binding <float>(input.MaxY, () => rotation.Locked ? (float)Math.PI * 0.3f : (float)Math.PI * 0.4f, rotation.Locked)); input.Add(new Binding <float>(input.MinX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * -0.4f) : 0.0f, rotation.Rotation, rotation.Locked)); input.Add(new Binding <float>(input.MaxX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * 0.4f) : 0.0f, rotation.Rotation, rotation.Locked)); input.Add(new NotifyBinding(delegate() { input.Mouse.Changed(); }, rotation.Locked)); // Make sure the rotation locking takes effect even if the player doesn't move the mouse // Setup rendering properties model.Materials = firstPersonModel.Materials = new Model.Material[3]; // Hoodie and shoes model.Materials[0] = new Model.Material { SpecularIntensity = 0.0f, SpecularPower = 1.0f, }; // Hands model.Materials[1] = new Model.Material { SpecularIntensity = 0.3f, SpecularPower = 2.0f, }; // Pants and skin model.Materials[2] = new Model.Material { SpecularIntensity = 0.5f, SpecularPower = 20.0f, }; firstPersonModel.Bind(model); // Third person model only gets rendered for shadows. No regular rendering or reflections. model.UnsupportedTechniques.Add(Technique.Clip); model.UnsupportedTechniques.Add(Technique.Render); // First-person model only used for regular rendering. No shadows or reflections. firstPersonModel.UnsupportedTechniques.Add(Technique.Shadow); firstPersonModel.UnsupportedTechniques.Add(Technique.Clip); // Build UI UIRenderer ui = new UIRenderer(); ui.DrawOrder.Value = -1; ui.EnabledWhenPaused = true; ui.EnabledInEditMode = false; entity.Add("UI", ui); input.Add(new Binding <float>(input.MouseSensitivity, settings.MouseSensitivity)); input.Add(new Binding <bool>(input.InvertMouseX, settings.InvertMouseX)); input.Add(new Binding <bool>(input.InvertMouseY, settings.InvertMouseY)); input.Add(new Binding <PCInput.PCInputBinding>(input.LeftKey, settings.Left)); input.Add(new Binding <PCInput.PCInputBinding>(input.RightKey, settings.Right)); input.Add(new Binding <PCInput.PCInputBinding>(input.BackwardKey, settings.Backward)); input.Add(new Binding <PCInput.PCInputBinding>(input.ForwardKey, settings.Forward)); model.StartClip("Idle", 0, true, AnimatedModel.DefaultBlendTime); // Set up AI agent Agent agent = entity.GetOrCreate <Agent>(); agent.Add(new TwoWayBinding <float>(player.Health, agent.Health)); agent.Add(new Binding <Vector3>(agent.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height)); agent.Add(new Binding <bool>(agent.Loud, () => player.Character.MovementDirection.Value.LengthSquared() > 0 && !player.Character.Crouched, player.Character.Crouched)); // Blocks BlockCloud blockCloud = entity.GetOrCreate <BlockCloud>("BlockCloud"); blockCloud.Scale.Value = 0.5f; blockCloud.Add(new Binding <Vector3>(blockCloud.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height + player.Character.LinearVelocity.Value.Y, 0), transform.Position, player.Character.Height, player.Character.LinearVelocity)); blockCloud.Blocks.ItemAdded += delegate(int index, Entity.Handle block) { Entity e = block.Target; if (e != null) { e.Serialize = false; PhysicsBlock.CancelPlayerCollisions(e.Get <PhysicsBlock>()); } }; PointLight blockLight = entity.Create <PointLight>(); blockLight.Add(new Binding <Vector3>(blockLight.Position, blockCloud.AveragePosition)); blockLight.Add(new Binding <bool, int>(blockLight.Enabled, x => x > 0, blockCloud.Blocks.Length)); blockLight.Attenuation.Value = 30.0f; blockLight.Add(new Binding <Vector3, Voxel.t>(blockLight.Color, delegate(Voxel.t t) { switch (t) { case Voxel.t.GlowBlue: return(new Vector3(0.7f, 0.7f, 0.9f)); case Voxel.t.GlowYellow: return(new Vector3(0.9f, 0.9f, 0.7f)); default: return(new Vector3(0.8f, 0.8f, 0.8f)); } }, blockCloud.Type)); // Death entity.Add(new CommandBinding(player.Die, blockCloud.Clear)); entity.Add(new CommandBinding(player.Die, delegate() { Session.Recorder.Event(main, "Die"); if (agent.Killed || Agent.Query(transform.Position, 0.0f, 10.0f, x => x != agent) != null) { Session.Recorder.Event(main, "Killed"); AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_DEATH, entity); main.Spawner.RespawnDistance = Spawner.KilledRespawnDistance; main.Spawner.RespawnInterval = Spawner.KilledRespawnInterval; } entity.Add(new Animation(new Animation.Execute(entity.Delete))); })); player.EnabledInEditMode = false; Action updateFallSound = delegate() { float speed = player.Character.LinearVelocity.Value.Length(); float maxSpeed = player.Character.MaxSpeed * 1.25f; float value; if (speed > maxSpeed) { value = (speed - maxSpeed) / (maxSpeed * 2.0f); } else { value = 0.0f; } AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_PLAYER_FALL, value); }; updateFallSound(); AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_FALL, entity); player.Add(new NotifyBinding(updateFallSound, player.Character.LinearVelocity)); SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_FALL); player.Add(new TwoWayBinding <Matrix>(transform.Matrix, player.Character.Transform)); model.Add(new Binding <Matrix>(model.Transform, delegate() { const float leanAmount = (float)Math.PI * 0.1f; return(Matrix.CreateTranslation(0, (player.Character.Height * -0.5f) - player.Character.SupportHeight, 0) * Matrix.CreateRotationZ(anim.Lean * leanAmount) * Matrix.CreateRotationY(rotation.Rotation) * transform.Matrix); }, transform.Matrix, rotation.Rotation, player.Character.Height, player.Character.SupportHeight, anim.Lean)); firstPersonModel.Add(new Binding <Matrix>(firstPersonModel.Transform, model.Transform)); firstPersonModel.Add(new Binding <Vector3>(firstPersonModel.Scale, model.Scale)); WallRun.State[] footstepWallrunStates = new[] { WallRun.State.Left, WallRun.State.Right, WallRun.State.Straight, WallRun.State.None, }; footsteps.Add(new Binding <bool>(footsteps.SoundEnabled, () => !player.Character.Crouched && footstepWallrunStates.Contains(wallRun.CurrentState) || (player.Character.IsSupported && player.Character.EnableWalking), player.Character.IsSupported, player.Character.EnableWalking, wallRun.CurrentState, player.Character.Crouched)); footsteps.Add(new Binding <Vector3>(footsteps.Position, transform.Position)); footsteps.Add(new Binding <float>(footsteps.Rotation, rotation.Rotation)); footsteps.Add(new Binding <float>(footsteps.CharacterHeight, player.Character.Height)); footsteps.Add(new Binding <float>(footsteps.SupportHeight, player.Character.SupportHeight)); footsteps.Add(new Binding <bool>(footsteps.IsSupported, player.Character.IsSupported)); footsteps.Add(new Binding <bool>(footsteps.IsSwimming, player.Character.IsSwimming)); footsteps.Add(new CommandBinding <float>(footsteps.Damage, agent.Damage)); footsteps.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(wallRun.WalkedOn, footsteps.WalkedOn)); model.Trigger("Run", 0.16f, footsteps.Footstep); model.Trigger("Run", 0.58f, footsteps.Footstep); model.Trigger("WallRunLeft", 0.16f, footsteps.Footstep); model.Trigger("WallRunLeft", 0.58f, footsteps.Footstep); model.Trigger("WallRunRight", 0.16f, footsteps.Footstep); model.Trigger("WallRunRight", 0.58f, footsteps.Footstep); model.Trigger("WallRunStraight", 0.16f, footsteps.Footstep); model.Trigger("WallRunStraight", 0.58f, footsteps.Footstep); model.Trigger("TurnLeft", 0.15f, footsteps.Footstep); model.Trigger("TurnRight", 0.15f, footsteps.Footstep); model.Trigger("TopOut", 1.0f, new Command { Action = delegate() { AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_GRUNT, entity); } }); main.UI.IsMouseVisible.Value = false; SkinnedModel.Clip sprintAnimation = model["Sprint"], runAnimation = model["Run"]; // Movement binding player.Add(new Binding <Vector2>(player.Character.MovementDirection, delegate() { Vector2 movement = input.Movement; if (movement.LengthSquared() == 0.0f) { return(Vector2.Zero); } Matrix matrix = Matrix.CreateRotationY(rotation.Rotation); Vector2 forwardDir = new Vector2(matrix.Forward.X, matrix.Forward.Z); Vector2 rightDir = new Vector2(matrix.Right.X, matrix.Right.Z); return(-(forwardDir * movement.Y) - (rightDir * movement.X)); }, input.Movement, rotation.Rotation)); player.Character.Crouched.Value = true; player.Character.AllowUncrouch.Value = true; // Fall damage fallDamage.Add(new Binding <bool>(fallDamage.IsSupported, player.Character.IsSupported)); fallDamage.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, fallDamage.LinearVelocity)); fallDamage.Add(new TwoWayBinding <float>(player.Health, fallDamage.Health)); fallDamage.Add(new CommandBinding <BEPUphysics.BroadPhaseEntries.Collidable, ContactCollection>(player.Character.Collided, fallDamage.Collided)); fallDamage.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, fallDamage.EnableWalking)); fallDamage.Add(new TwoWayBinding <bool>(player.EnableMoves, fallDamage.EnableMoves)); fallDamage.Add(new TwoWayBinding <bool>(fallDamage.Landing, rotation.Landing)); fallDamage.Add(new CommandBinding(fallDamage.LockRotation, (Action)rotation.Lock)); fallDamage.Add(new CommandBinding <float>(fallDamage.PhysicsDamage, agent.Damage)); fallDamage.Bind(model); // Swim up input.Bind(player.Character.SwimUp, settings.Jump); float parkourTime = 0; float jumpTime = 0; const float gracePeriod = 1.0f; jumper.Action = delegate(float dt) { if (player.EnableMoves && player.Character.EnableWalking && vault.CurrentState.Value == Vault.State.None && !rollKickSlide.Rolling && !rollKickSlide.Kicking && jumpTime < gracePeriod) { if (jump.Go()) { parkour.Enabled.Value = false; jumper.Enabled.Value = false; } jumpTime += dt; } else { jumper.Enabled.Value = false; } }; jumper.Add(new CommandBinding(jumper.Enable, delegate() { jumpTime = 0; })); jumper.Enabled.Value = false; entity.Add(jumper); // Jumping input.Bind(settings.Jump, PCInput.InputState.Down, delegate() { jumper.Enabled.Value = true; }); input.Bind(settings.Jump, PCInput.InputState.Up, delegate() { jumper.Enabled.Value = false; }); // Wall-run, vault, predictive parkour.Action = delegate(float dt) { if (player.EnableMoves && player.Character.EnableWalking && !(player.Character.Crouched && player.Character.IsSupported) && vault.CurrentState.Value == Vault.State.None && !rollKickSlide.Kicking && !rollKickSlide.Rolling && wallRun.CurrentState.Value == WallRun.State.None && parkourTime < gracePeriod) { bool didSomething = false; bool parkourBeganThisFrame = parkourTime == 0; if (predictor.PossibilityCount > 0) { // In slow motion, prefer left and right wall-running if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame))) { if (!(didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame))) { if (!(didSomething = vault.Go(parkourBeganThisFrame))) { didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame); } } } } else { // In normal mode, prefer straight wall-running if (!(didSomething = vault.Go(parkourBeganThisFrame))) { if (!(didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame))) { if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame))) { didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame); } } } } if (didSomething) { jumper.Enabled.Value = false; player.SlowMotion.Value = false; parkour.Enabled.Value = false; } else if (parkourBeganThisFrame) { if (blockCloud.Blocks.Length > 0) { player.SlowMotion.Value = true; predictor.ClearPossibilities(); predictor.PredictPlatforms(); predictor.PredictWalls(); } else if (player.EnableSlowMotion) { player.SlowMotion.Value = true; } } parkourTime += dt; } else { parkour.Enabled.Value = false; } }; parkour.Add(new CommandBinding(parkour.Enable, delegate() { parkourTime = 0; })); entity.Add(parkour); parkour.Enabled.Value = false; input.Bind(settings.Parkour, PCInput.InputState.Down, delegate() { parkour.Enabled.Value = true; }); input.Bind(settings.Parkour, PCInput.InputState.Up, delegate() { parkour.Enabled.Value = false; wallRun.Deactivate(); if (player.SlowMotion) { player.SlowMotion.Value = false; } }); input.Bind(settings.RollKick, PCInput.InputState.Down, delegate() { if (player.EnableMoves && player.Character.EnableWalking) { rollKickSlide.Go(); parkour.Enabled.Value = false; jumper.Enabled.Value = false; } }); input.Bind(settings.RollKick, PCInput.InputState.Up, delegate() { if (!rollKickSlide.Rolling && !rollKickSlide.Kicking) { player.Character.AllowUncrouch.Value = true; } }); // Special ability /* * input.Bind(settings.SpecialAbility, PCInput.InputState.Down, delegate() * { * Voxel.GlobalRaycastResult hit = Voxel.GlobalRaycast(main.Camera.Position, main.Camera.Forward, main.Camera.FarPlaneDistance, null); * if (hit.Voxel != null && hit.Voxel.GetType() != typeof(DynamicVoxel)) * { * VoxelRip.Go(hit.Voxel, hit.Coordinate.Value, 7, delegate(List<DynamicVoxel> results) * { * foreach (DynamicVoxel v in results) * { * v.IsAffectedByGravity.Value = false; * v.LinearVelocity.Value = hit.Voxel.GetAbsoluteVector(hit.Normal.GetVector()) * 7.0f + new Vector3((float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f); + } + }); + } + }); */ // Player data bindings entity.Add(new PostInitialization { delegate() { Entity dataEntity = PlayerDataFactory.Instance; PlayerData playerData = dataEntity.Get <PlayerData>(); // HACK. Overwriting the property rather than binding the two together. Oh well. // This is because I haven't written a two-way list binding. footsteps.RespawnLocations = playerData.RespawnLocations; // Bind player data properties entity.Add(new TwoWayBinding <float>(WorldFactory.Instance.Get <World>().CameraShakeAmount, cameraControl.CameraShakeAmount)); entity.Add(new TwoWayBinding <bool>(playerData.EnableRoll, rollKickSlide.EnableRoll)); entity.Add(new TwoWayBinding <bool>(playerData.EnableCrouch, player.EnableCrouch)); entity.Add(new TwoWayBinding <bool>(playerData.EnableKick, rollKickSlide.EnableKick)); entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRun, wallRun.EnableWallRun)); entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRunHorizontal, wallRun.EnableWallRunHorizontal)); entity.Add(new TwoWayBinding <bool>(playerData.EnableEnhancedWallRun, wallRun.EnableEnhancedWallRun)); entity.Add(new TwoWayBinding <bool>(playerData.EnableMoves, player.EnableMoves)); entity.Add(new TwoWayBinding <float>(playerData.MaxSpeed, player.Character.MaxSpeed)); entity.Add(new TwoWayBinding <Voxel.t>(playerData.CloudType, blockCloud.Type)); entity.Add(new TwoWayBinding <bool>(playerData.ThirdPerson, cameraControl.ThirdPerson)); entity.Add(new TwoWayBinding <bool>(playerData.EnableSlowMotion, player.EnableSlowMotion)); Phone phone = dataEntity.GetOrCreate <Phone>("Phone"); entity.Add ( new Binding <bool> ( phone.CanReceiveMessages, () => player.Character.IsSupported && !player.Character.IsSwimming && !player.Character.Crouched, player.Character.IsSupported, player.Character.IsSwimming, player.Character.Crouched ) ); PhoneNote.Attach(main, entity, player, model, input, phone, player.Character.EnableWalking, playerData.PhoneActive, playerData.NoteActive); PlayerUI.Attach(main, entity, ui, player.Health, rotation.Rotation, playerData.NoteActive, playerData.PhoneActive); } }); fpsCamera.Add(new Binding <Vector2>(fpsCamera.Mouse, input.Mouse)); fpsCamera.Add(new Binding <Vector2>(fpsCamera.Movement, input.Movement)); input.Bind(fpsCamera.SpeedMode, settings.Parkour); input.Bind(fpsCamera.Up, settings.Jump); fpsCamera.Add(new Binding <bool>(fpsCamera.Down, input.GetKey(Keys.LeftControl))); Lemma.Console.Console.AddConCommand(new ConCommand("noclip", "Toggle free camera mode", delegate(ConCommand.ArgCollection args) { bool freeCameraMode = !fpsCamera.Enabled; fpsCamera.Enabled.Value = freeCameraMode; cameraControl.Enabled.Value = !freeCameraMode; firstPersonModel.Enabled.Value = !freeCameraMode; model.Enabled.Value = !freeCameraMode; ui.Enabled.Value = !freeCameraMode; player.Character.EnableWalking.Value = !freeCameraMode; player.EnableMoves.Value = !freeCameraMode; player.Character.Body.IsAffectedByGravity = !freeCameraMode; if (freeCameraMode) { AkSoundEngine.PostEvent(AK.EVENTS.STOP_PLAYER_BREATHING_SOFT, entity); } else { transform.Position.Value = main.Camera.Position; } })); entity.Add(new CommandBinding(entity.Delete, delegate() { Lemma.Console.Console.RemoveConCommand("noclip"); if (fpsCamera.Enabled) // Movement is disabled. Re-enable it. { player.Character.EnableWalking.Value = true; player.EnableMoves.Value = true; } PlayerFactory.Instance = null; })); }
//Variables End_____________________________________ // Use this for initialization void Start() { if(networkView.isMine == true) { myTransform = transform; motorScript = myTransform.GetComponent<CharacterMotor>(); playerGraphics = myTransform.FindChild("Graphics"); trigger = myTransform.FindChild("Trigger").gameObject; cameraHead = myTransform.FindChild("CameraHead"); fallDamageScript = myTransform.GetComponent<FallDamage>(); changeScript = gameObject.GetComponent<ChangeWeapon>(); energyScript = gameObject.GetComponent<PlayerEnergy>(); } else { enabled = false; } }
void DoTeleportation(NetUser netuser) { if (netuser == null || netuser.playerClient == null) { return; } FallDamage falldamage = netuser.playerClient.rootControllable.GetComponent <FallDamage>(); if (!TPRequest.ContainsKey(netuser)) { SendReply(netuser, "Something went wrong, you dont have a target"); ClearLegInjury(falldamage); return; } var targetuser = TPRequest[netuser]; if (targetuser == null || targetuser.playerClient == null) { SendReply(netuser, "The target player that you were supposed to teleport to doesn't seem to be connected."); TPRequest.Remove(netuser); ClearLegInjury(falldamage); return; } object thereturn = Interface.GetMod().CallHook("canTeleport", new object[] { netuser }); if (thereturn != null) { SendReply(netuser, "You are not allowed to teleport from where you are."); TPRequest.Remove(netuser); return; } thereturn = Interface.GetMod().CallHook("canTeleport", new object[] { targetuser }); if (thereturn != null) { SendReply(netuser, "You are not allowed to teleport to where the target is."); TPRequest.Remove(netuser); return; } foreach (Collider collider in UnityEngine.Physics.OverlapSphere(targetuser.playerClient.lastKnownPosition, 0.5f, terrainLayer)) { if (Physics.Raycast(targetuser.playerClient.lastKnownPosition, VectorDown, out cachedRaycast, 1f, terrainLayer)) { if (cachedRaycast.collider == collider) { break; } } SendReply(netuser, "[color red]The target seems to be under a rock, can't teleport you there."); TPRequest.Remove(netuser); return; } if (Ifinshack(targetuser)) { SendReply(netuser, string.Format("[color cyan]{0} [color red]is in a shelter so you can't teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("[color cyan]You [color red]are in a shelter so [color cyan]{0} [color red]couldn't teleport to you.", netuser.displayName)); return; } if (IfNearStructure(targetuser)) { SendReply(netuser, string.Format("[color cyan]{0} [color red]is standing to close to a wall. Unable to teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("[color cyan]You [color red]are standing to close to a wall so [color cyan]{0} [color red]couldn't teleport to you.", netuser.displayName)); TPRequest.Remove(netuser); return; } if (!ifOnGround(targetuser)) { SendReply(netuser, string.Format("{0} [color red]is on a building so you can't teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("You are on a building so {0} couldn't teleport to you.", netuser.displayName)); TPRequest.Remove(netuser); return; } if (ifOnDeployable(targetuser)) { SendReply(netuser, string.Format("{0} [color red]is on an object so you can't teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("You are on an object so {0} couldn't teleport to you.", netuser.displayName)); TPRequest.Remove(netuser); return; } if (ifOnlootDeployable(targetuser)) { SendReply(netuser, string.Format("{0} [color red]is on a lootable object so you can't teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("You are on a lotable object so {0} couldn't teleport to you.", netuser.displayName)); TPRequest.Remove(netuser); return; } if (ifOnlootsackDeployable(targetuser)) { SendReply(netuser, string.Format("{0} [color red]is on a lootable object so you can't teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("You are on a lotable object so {0} couldn't teleport to you.", netuser.displayName)); TPRequest.Remove(netuser); return; } if (ifOnlootsackDeployable(targetuser)) { SendReply(netuser, string.Format("{0} [color red]is on a lootable object so you can't teleport.", targetuser.displayName)); SendReply(targetuser, string.Format("You are on a lotable object so {0} couldn't teleport to you.", netuser.displayName)); TPRequest.Remove(netuser); return; } if (lastRequest.ContainsKey(netuser)) { lastRequest.Remove(netuser); } lastRequest.Add(netuser, Time.realtimeSinceStartup); if (useTokens) { var tokensLeft = GetPlayerTokens(netuser) - 1; PlayerDatabase.Call("SetPlayerData", netuser.playerClient.userID.ToString(), "tokens", tokensLeft); } var fixedpos = targetuser.playerClient.lastKnownPosition; DoTeleportToPlayer(netuser, fixedpos, targetuser); if (timersList.ContainsKey(netuser)) { timersList[netuser].Destroy(); timersList.Remove(netuser); } TPRequest.Remove(netuser); }
public static void FallImpact(float fallspeed, float min_vel, float max_vel, float healthFraction, Character idMain, float maxHealth, FallDamage fallDamage) { try { if (Vars.fallDamage) { float num = (fallspeed - min_vel) / (max_vel - min_vel); bool flag = num > 0.25f; bool flag2 = ((num > 0.35f) || (UnityEngine.Random.Range(0, 3) == 0)) || (healthFraction < 0.5f); if (!godList.Contains(idMain.playerClient.userID.ToString())) { if (flag) { idMain.controllable.GetComponent<HumanBodyTakeDamage>().AddBleedingLevel(3f + ((num - 0.25f) * 10f)); } if (flag2) { fallDamage.AddLegInjury(1f); } TakeDamage.HurtSelf(idMain, (float)(10f + (num * maxHealth))); } } } catch (Exception ex) { Vars.conLog.Error(ex.ToString()); } }
public static bool Prefix(PlyMovementSync __instance, out bool wasChanged) { try { if (!NetworkServer.active) { wasChanged = false; } else { if (__instance._positionForced) { if (Vector3.Distance(__instance._receivedPosition, __instance._lastSafePosition) >= 4.0 && __instance._forcePositionTime <= 10.0) { __instance._receivedPosition = __instance._lastSafePosition; __instance._forcePositionTime += Time.unscaledDeltaTime; wasChanged = true; return(false); } __instance._positionForced = false; __instance._forcePositionTime = 0.0f; } wasChanged = false; if (__instance.WhitelistPlayer || __instance.NoclipWhitelisted) { __instance.RealModelPosition = __instance._receivedPosition; __instance._lastSafePosition = __instance._receivedPosition; } else { if (!__instance._successfullySpawned) { return(false); } float num1 = __instance._hub.characterClassManager.Classes .SafeGet(__instance._hub.characterClassManager.CurClass).runSpeed; if (__instance._sinkhole != null && __instance._sinkhole.Enabled) { num1 *= (float)(1.0 - __instance._sinkhole.slowAmount / 100.0); } if (__instance._receivedPosition.y > 1500.0) { if (__instance._hub.characterClassManager.CurClass != RoleType.Spectator) { __instance._receivedPosition = __instance.RealModelPosition; wasChanged = true; __instance.TargetForcePosition( __instance._hub.characterClassManager.connectionToClient, __instance.RealModelPosition); } else { __instance.RealModelPosition = Vector3.up * 2048f; } } else { if (__instance._hub.characterClassManager.CurClass == RoleType.Scp079) { __instance.RealModelPosition = Vector3.up * 2080f; } else { __instance._hub.falldamage.CalculateGround(); __instance.TempAjustedPos = __instance.RealModelPosition; if (!__instance._hub.falldamage.isGrounded) { __instance.RealModelPosition.y = __instance._receivedPosition.y; } Vector3 vector3_1 = __instance._receivedPosition - __instance.RealModelPosition; __instance._debugDistance = vector3_1.magnitude; if (__instance._hub.characterClassManager.CurClass == RoleType.Scp173) { __instance.RealModelPosition = __instance._receivedPosition; } else { float num2; if (__instance._hub.animationController.sneaking) { float walkSpeed = __instance._hub.characterClassManager.Classes .SafeGet(__instance._hub.characterClassManager.CurClass).walkSpeed; num2 = walkSpeed * 0.4f * __instance.MaxLatency * __instance.Tolerance; num1 = 0.4f * walkSpeed; if (__instance._scp207.Enabled) { num1 = 0.8f * walkSpeed; } } else { num2 = num1 * __instance.MaxLatency * __instance.Tolerance; if (__instance._hub.characterClassManager.Scp096.iAm096) { num1 = __instance._hub.characterClassManager.Scp096.ServerGetTopSpeed(); } if (__instance._scp207.Enabled) { num1 *= 1.2f; } } if (__instance._debugDistance > __instance.MaxLatency * (double)(num1 * 5.2f)) { if (__instance._safeTime > 0.0) { return(false); } //__instance.TargetForcePosition(__instance.connectionToClient, __instance.RealModelPosition); wasChanged = true; return(false); } if (__instance._receivedPosition.y - (double)__instance._lastSafePosition.y > 5.0 && __instance._hub.characterClassManager.CurClass != RoleType.Spectator) { __instance.RealModelPosition = __instance._lastSafePosition; ++__instance._violationsS; ++__instance._violationsL; __instance.TargetForcePosition(__instance.connectionToClient, __instance._lastSafePosition); wasChanged = true; return(false); } Vector3 vector3_2 = num1 * __instance.Tolerance * Time.deltaTime * vector3_1.normalized; /*float num3 = __instance.RealModelPosition.y - __instance._lastSafePosition.y; * float num4 = Vector3.Distance(__instance._lastSafePosition, * __instance.RealModelPosition); * int num5 = * (double) num4 < 10.0 && (double) Math.Abs(num3) < 3.0 || * (double) num3 < 0.0 && (double) num3 > -30.0 && (double) num4 < 30.0 * ? Physics.RaycastNonAlloc( * new Ray(__instance.RealModelPosition + Vector3.up * 1f, * __instance._receivedPosition - __instance.RealModelPosition), * __instance._hits, * (__instance._receivedPosition - __instance.RealModelPosition) * .magnitude, __instance.CollidableSurfaces) * : Physics.RaycastNonAlloc( * new Ray(__instance._lastSafePosition + Vector3.up * 1f, * __instance._receivedPosition - __instance._lastSafePosition), * __instance._hits, * (__instance._receivedPosition - __instance._lastSafePosition) * .magnitude, __instance.CollidableSurfaces); * for (int index = 0; index < num5; ++index) * if (__instance._hub.characterClassManager.CurClass != RoleType.Scp106 && * __instance._hub.characterClassManager.CurClass != RoleType.Spectator && * (__instance._hits[index].collider.gameObject.layer != 27 || * __instance._hits[index].collider.GetComponentInParent<Door>() * .curCooldown <= 0.0)) * { * __instance.RealModelPosition = __instance._lastSafePosition; * //++__instance._violationsS; ++__instance._violationsL; * __instance.TargetForcePosition(__instance.connectionToClient, __instance._lastSafePosition); * wasChanged = true; * return false; * }*/ __instance.RealModelPosition = __instance.TempAjustedPos; if (FallDamage.CheckAnticheatSafe(__instance.RealModelPosition)) { __instance._lastSafePosition = __instance.RealModelPosition; } if (__instance._debugDistance < __instance.MaxLatency * (double)num2) { if (vector3_2.magnitude > (double)__instance._debugDistance) { __instance.RealModelPosition = __instance._receivedPosition; __instance._distanceTraveled += __instance._debugDistance; } else { __instance.RealModelPosition += vector3_2; __instance._distanceTraveled += vector3_2.magnitude; } } } } __instance._speedCounter += Time.deltaTime * 2f; if (__instance._speedCounter < 1.0) { return(false); } --__instance._speedCounter; __instance.AverageMovementSpeed = __instance._distanceTraveled * 2f; __instance._distanceTraveled = 0.0f; } } } return(false); } catch (Exception e) { Log.Error(e.ToString()); wasChanged = false; return(true); } }
private void SetPlayerDeathTags(HumanBodyTakeDamage humanBodyTakeDamage, DamageEvent damage, ref DeathTags tags) { Metabolism metabolism = damage.attacker.id.GetComponent <Metabolism>(); FallDamage fallDamage = damage.attacker.id.GetComponent <FallDamage>(); tags.killed = damage.victim.client?.netUser.displayName ?? UNKNOWN; tags.killedId = damage.victim.client?.netUser.userID.ToString() ?? UNKNOWN; tags.bodypart = damage.bodyPart.GetNiceName(); if (damage.attacker.id.GetComponentInChildren <BasicWildLifeAI>()) { tags.deathType = DeathTypes.entity; var mutant = damage.attacker.idMain?.ToString().Contains("Mutant") ?? false; if (damage.attacker.id.GetComponent <WolfAI>()) { tags.killer = (mutant) ? "Mutant Wolf" : "Wolf"; return; } if (damage.attacker.id.GetComponent <BearAI>()) { tags.killer = (mutant) ? "Mutant Bear" : "Bear"; return; } } if (damage.attacker.id.GetComponent <DeployableObject>()) { tags.deathType = DeathTypes.human; tags.killerId = damage.attacker.id.GetComponent <DeployableObject>().creatorID.ToString(); if (damage.attacker.id.GetComponent <SpikeWall>()) { tags.weapon = "Spike Wall"; } else if (damage.attacker.id.GetComponent <TimedExplosive>()) { tags.weapon = "Explosive Charge"; } return; } if (damage.attacker.id.GetComponent <TimedGrenade>()) { tags.deathType = DeathTypes.human; tags.weapon = "F1 Grenade"; return; } if (damage.attacker.client == damage.victim.client) { tags.deathType = DeathTypes.suicide; tags.killerId = tags.killedId; float fallDmg = (float)fallDamage?.GetType().GetField("injuredTime", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).GetValue(fallDamage); if (damage.damageTypes == 0 && WaterLine.Height != 0f && humanBodyTakeDamage.transform.position.y <= WaterLine.Height) { tags.weapon = tags.weapon.Equals(UNKNOWN) ? "Water" : tags.weapon; } else if (damage.attacker.id.GetComponent <Radiation>() && metabolism.GetRadLevel() >= 500f) { tags.weapon = tags.weapon.Equals(UNKNOWN) ? "Radiation" : tags.weapon; } else if (fallDamage != null && fallDamage.GetLegInjury() >= 1f) { tags.weapon = tags.weapon.Equals(UNKNOWN) ? "Falling" : tags.weapon; } else if (humanBodyTakeDamage.IsBleeding()) { tags.weapon = tags.weapon.Equals(UNKNOWN) ? "Bleeding" : tags.weapon; } if (tags.weapon.Equals(UNKNOWN)) { tags.weapon = "Suicide"; } } else if (damage.victim.client && damage.attacker.client) { tags.deathType = DeathTypes.human; if (humanBodyTakeDamage.IsBleeding()) { tags.weapon = tags.weapon.Equals(UNKNOWN) ? "Bleeding" : tags.weapon; } } }