Вопрос Legendware v3 doubletap

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How could you make a proper defensive dt in lw3, and teleport on uncharge?
I dont get the general structure of the doubletap
 
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How could you make a proper defensive dt in lw3, and teleport on uncharge?
I dont get the general structure of the doubletap
if ( misc::get().doubletap_enabled && !misc::get().doubletap_recharge )
dt_disabled = false;

if ( !misc::get().doubletap_enabled && !misc::get().doubletap_recharge && !dt_disabled) {
recharge;
dt_disabled = true;
}
ну или как-то так
proper defensive dt in lw3
Код:
if ( peeking && !shot_with_dt && !recharge )
    if (++ticks_need_to_shift > 14) { ticks_need_to_shift = 0; }
else
    ticks_need_to_shift = 0;
    
        
ticks_to_shift = ticks_need_to_shift;
 
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C++:
const int TICK_INTERVAL = 20; // process inputs every 20 milliseconds
const int TELEPORT_DELAY = 500; // delay teleport by 500 milliseconds

struct InputBuffer {
    Vector vel; // player's desired velocity
    QAngle ang; // player's desired view angle
    bool bAttack; // true if the player wants to attack
    bool bJump; // true if the player wants to jump
    bool bDuck; // true if the player wants to duck
};

std::queue<InputBuffer> g_InputBuffer; // input buffer

void ProcessInputs() {
    // get player's current velocity and view angle
    C_BasePlayer* pPlayer = (C_BasePlayer*)C_BaseEntity::GetLocalPlayer();
    Vector vel = pPlayer->GetAbsVelocity();
    QAngle ang = pPlayer->GetAbsAngles();

    // process stored inputs
    while (!g_InputBuffer.empty()) {
        const InputBuffer& input = g_InputBuffer.front();

        // update player's velocity and view angle
        vel = input.vel;
        ang = input.ang;

        // perform attack, jump, and duck actions if necessary
        if (input.bAttack)
            pPlayer->PressAttack();
        if (input.bJump)
            pPlayer->PressJump();
        if (input.bDuck)
            pPlayer->PressDuck();

        g_InputBuffer.pop();
    }

    // update player's position and orientation
    pPlayer->SetAbsVelocity(vel);
    pPlayer->SetAbsAngles(ang);
}

// called when the player wants to move
void OnMove(CUserCmd* cmd) {
    // store the player's desired velocity and view angle in the input buffer
    InputBuffer input;
    input.vel = cmd->forwardmove * cmd->viewangles.Forward() + cmd->sidemove * cmd->viewangles.Right();
    input.ang = cmd->viewangles;
    input.bAttack = cmd->buttons & IN_ATTACK;
    input.bJump = cmd->buttons & IN_JUMP;
    input.bDuck = cmd->buttons & IN_DUCK;
    g_InputBuffer.push(input);
}

// called when the player wants to teleport
void OnTeleport(Vector pos) {
    // store the player's desired destination in the input buffer
    InputBuffer input;
    input.vel = pos;
    g_InputBuffer.push(input);

    // set a timer to delay the teleport
    g_flTeleportTime = engine->Time() + TELEPORT_DELAY / 1000.0f;
}

// called every frame
void OnTick() {
    // check if it's time to process the stored inputs
    static float flNextTickTime = 0;
    if (engine->Time() >= flNextTickTime) {
        ProcessInputs();
        flNextTickTime = engine->Time() + TICK_INTERVAL / 1000.0f;
    }

// check if it's time to teleport
static float flTeleportTime = 0;
if (g_flTeleportTime > 0 && engine->Time() >= g_flTeleportTime) {
    // get the player's weapon
    C_BaseCombatWeapon* pWeapon = pPlayer->GetActiveWeapon();

    // check if the weapon is uncharged
    if (pWeapon && !pWeapon->IsCharged()) {
        // get the player's desired destination
        Vector pos = g_InputBuffer.front().vel;

        // teleport the player
        pPlayer->SetAbsOrigin(pos);
        pPlayer->SetAbsVelocity(Vector(0, 0, 0));
        g_InputBuffer.pop();
    }

    // reset the teleport timer
    g_flTeleportTime = 0;
}
 
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