示例#1
0
        public static void OnCreateMove(CUserCmd *pCmd)
        {
            QAngle angPunchAngles = Utils.GetLocalPlayer().GetPunchAngles();

            angPunchAngles.roll = 0;

            pCmd->viewangles = pCmd->viewangles.Subtract(angPunchAngles.Multiply(2));
        }
 public override Task Read(SourceBufferReader buf, SourceDemo demo)
 {
     Relative = buf.ReadBoolean();
     Angle    = new QAngle
                (
         buf.ReadInt16(),
         buf.ReadInt16(),
         buf.ReadInt16()
                );
     return(Task.CompletedTask);
 }
示例#3
0
        public Split(int flags, Vector viewOrigin, QAngle viewAngles, QAngle localViewAngles, Vector viewOrigin2, QAngle viewAngles2, QAngle localViewAngles2)
        {
            Flags = flags;

            ViewOrigin      = viewOrigin;
            ViewAngles      = viewAngles;
            LocalViewAngles = localViewAngles;

            ViewOrigin2      = viewOrigin2;
            ViewAngles2      = viewAngles2;
            LocalViewAngles2 = localViewAngles2;
        }
        public static Vector2D EntityToRadar(int EntityID, Vector2D RadarPosition, int RadarSize)
        {
            Vector2D DotPos;
            Vector2D Direction;

            // Get Origin Of Entity
            Vector3D EntityPosition = Arrays.Entity[EntityID].m_VecOrigin;

            // Get Origin Of LocalPlayer
            Vector3D LocalPosition = LocalPlayer.m_VecOrigin;

            // Calculate Direction
            Direction.x = -(EntityPosition.y - LocalPosition.y);
            Direction.y = EntityPosition.x - LocalPosition.x;

            // Get Rotation
            QAngle LocalAngles = LocalPlayer.m_angEyeAngles;

            float Radian = Maths.DEG2RAD(LocalAngles.y - 90.0f);

            // Calculate Raw DotPos
            DotPos.x = (Direction.y * (float)System.Math.Cos(Radian) - Direction.x * (float)System.Math.Sin(Radian)) / 20.0f;
            DotPos.y = (Direction.y * (float)System.Math.Sin(Radian) + Direction.x * (float)System.Math.Cos(Radian)) / 20.0f;

            // Add RadarPos To Calculated DotPos
            DotPos.x += RadarPosition.x + RadarSize / 2;
            DotPos.y += RadarPosition.y + RadarSize / 2;

            // Clamp Dots To RadarSize
            if (DotPos.x < RadarPosition.x)
            {
                DotPos.x = RadarPosition.x;
            }

            if (DotPos.x > RadarPosition.x + RadarSize - 5)
            {
                DotPos.x = RadarPosition.x + RadarSize - 5;
            }

            if (DotPos.y < RadarPosition.y)
            {
                DotPos.y = RadarPosition.y;
            }

            if (DotPos.y > RadarPosition.y + RadarSize - 5)
            {
                DotPos.y = RadarPosition.y + RadarSize - 5;
            }

            return(DotPos);
        }
示例#5
0
        public static void OnCreateMove(CUserCmd *pCmd)
        {
            if ((pCmd->buttons & IN_ATTACK) == 0)
            {
                return;
            }

            PlayerHelper pEntity = GetTarget(pCmd);

            if (!pEntity.IsValid())
            {
                return;
            }

            QAngle targetAngle = SpacialUtils.CalcAngle(Utils.GetLocalPlayer().GetEyePos(), pEntity.GetEyePos());

            targetAngle.Normalize();
            pCmd->viewangles = pCmd->viewangles.Add(targetAngle.Subtract(pCmd->viewangles).Divide(2));
            pCmd->viewangles.Normalize();
        }
示例#6
0
		/**
		 * Spawns a door at the specified location
		 */
		Entity SpawnDoor( string mdl = "models/props_downtown/door_interior_112_01.mdl", Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,0), object[] keyvalues = null );
示例#7
0
		/**
		 * Spawns a fuel barrel at the specified location
		 */
		Entity SpawnFuelBarrel( Vector pos, QAngle ang = QAngle(0,0,0), object[] keyvalues = null );
示例#8
0
		/**
		 * Spawns an ammo pile at the specified location
		 */
		Entity SpawnAmmo( string mdl = "models/props/terror/ammo_stack.mdl", Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,0), object[] keyvalues = null );
示例#9
0
		/**
		 * Spawns the requested weapon at the specified location
		 */
		Entity SpawnWeapon( string weaponName, int Count = 4, Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,90), object[] keyvalues = null );
示例#10
0
		/**
		 * Spawns a L4D1 minigun at the specified location
		 */
		Entity SpawnL4D1Minigun( Vector pos, QAngle ang = QAngle(0,0,0), object[] keyvalues = null );
示例#11
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		/**
		 * Spawns a ragdoll model at the specified location
		 */
		Entity SpawnRagdoll( string mdl, Vector pos, QAngle ang = QAngle(0,0,0), object[] keyvalues = null );
示例#12
0
		/**
		 * Spawns a physics model at the specified location
		 */
		Entity SpawnPhysicsProp( string mdl, Vector pos, QAngle ang = QAngle(0,0,0), object[] keyvalues = null );
示例#13
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		/**
		 * Converts QAngles into vectors, with an optional vector length.
		 */
		Vector VectorFromQAngle(QAngle angles, double radius = 1.0);
示例#14
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		/**
		 * Spawns the requested commentary zombie at the location you want.
		 */
		void SpawnCommentaryZombie(string zombieModel = "common_male_tshirt_cargos", Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,0));
示例#15
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		/**
		 * Spawns the requested L4D1 Survivor at the location you want.
		 *
		 * \todo Possibly add a way to determine if a requested survivor should glow or not.
		 */
		void SpawnL4D1Survivor(int survivor = 4, Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,0));
示例#16
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		/**
		 * Spawns a new entity and returns it as VSLib::Entity.
		 *
		 * @param _classname The classname of the entity
		 * @param pos Where to spawn it (a Vector object)
		 * @param ang Angles it should spawn with
		 * @param keyvalues Other keyvalues you may want it to have
		 * @return A VSLib entity object
		 */
		Entity CreateEntity(string _classname, Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,0), object[] keyvalues = null);
示例#17
0
 public static bool Equals(QAngle qanA, QAngle qanB)
 => (qanA.X == qanB.X) && (qanA.Y == qanB.Y) && (qanA.Z == qanB.Z);
示例#18
0
		/**
		 * Spawns a commentary dummy model at the specified location
		 */
		Entity SpawnCommentaryDummy( string mdl = "models/survivors/survivor_gambler.mdl", string weps = "weapon_pistol", string anim = "Idle_Calm_Pistol", Vector pos = Vector(0,0,0), QAngle ang = QAngle(0,0,0), object[] keyvalues = null );