C++ Good directional Auto-Strafe for legendware.

primordial
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Классный стрейфер для вашей пасты :)

C++:
    else if (g_cfg.misc.airstrafe == 2)
    {
        static auto old_yaw = 0.0f;

        auto get_velocity_degree = [](float velocity)
        {
            auto tmp = RAD2DEG(atan(30.0f / velocity));

            if (CheckIfNonValidNumber(tmp) || tmp > 90.0f)
                return 90.0f;

            else if (tmp < 0.0f)
                return 0.0f;
            else
                return tmp;
        };

        if (g_ctx.local()->get_move_type() != MOVETYPE_WALK)
            return;

        auto velocity = g_ctx.local()->m_vecVelocity();
        velocity.z = 0.0f;

        auto forwardmove = m_pcmd->m_forwardmove;
        auto sidemove = m_pcmd->m_sidemove;

        if (velocity.Length2D() < 5.0f && !forwardmove && !sidemove)
            return;

        static auto flip = false;
        flip = !flip;

        auto turn_direction_modifier = flip ? 1.0f : -1.0f;
        auto viewangles = m_pcmd->m_viewangles;

        if (forwardmove || sidemove)
        {
            m_pcmd->m_forwardmove = 0.0f;
            m_pcmd->m_sidemove = 0.0f;

            auto turn_angle = atan2(-sidemove, forwardmove);
            viewangles.y += turn_angle * M_RADPI;
        }
        else if (forwardmove) //-V550
            m_pcmd->m_forwardmove = 0.0f;

        auto strafe_angle = RAD2DEG(atan(15.0f / velocity.Length2D()));

        if (strafe_angle > 90.0f)
            strafe_angle = 90.0f;
        else if (strafe_angle < 0.0f)
            strafe_angle = 0.0f;

        auto temp = Vector(0.0f, viewangles.y - old_yaw, 0.0f);
        temp.y = math::normalize_yaw(temp.y);

        auto yaw_delta = temp.y;
        old_yaw = viewangles.y;

        auto abs_yaw_delta = fabs(yaw_delta);

        if (abs_yaw_delta <= strafe_angle || abs_yaw_delta >= 30.0f)
        {
            Vector velocity_angles;
            math::vector_angles(velocity, velocity_angles);

            temp = Vector(0.0f, viewangles.y - velocity_angles.y, 0.0f);
            temp.y = math::normalize_yaw(temp.y);

            auto velocityangle_yawdelta = temp.y;
            auto velocity_degree = get_velocity_degree(velocity.Length2D());

            if (velocityangle_yawdelta <= velocity_degree || velocity.Length2D() <= 15.0f)
            {
                if (-velocity_degree <= velocityangle_yawdelta || velocity.Length2D() <= 15.0f)
                {
                    viewangles.y += strafe_angle * turn_direction_modifier;
                    m_pcmd->m_sidemove = side_speed * turn_direction_modifier;
                }
                else
                {
                    viewangles.y = velocity_angles.y - velocity_degree;
                    m_pcmd->m_sidemove = side_speed;
                }
            }
            else
            {
                viewangles.y = velocity_angles.y + velocity_degree;
                m_pcmd->m_sidemove = -side_speed;
            }
        }
        else if (yaw_delta > 0.0f)
            m_pcmd->m_sidemove = -side_speed;
        else if (yaw_delta < 0.0f)
            m_pcmd->m_sidemove = side_speed;

        auto move = Vector(m_pcmd->m_forwardmove, m_pcmd->m_sidemove, 0.0f);
        auto speed = move.Length();

        Vector angles_move;
        math::vector_angles(move, angles_move);

        auto normalized_x = fmod(m_pcmd->m_viewangles.x + 180.0f, 360.0f) - 180.0f;
        auto normalized_y = fmod(m_pcmd->m_viewangles.y + 180.0f, 360.0f) - 180.0f;

        auto yaw = DEG2RAD(normalized_y - viewangles.y + angles_move.y);

        if (normalized_x >= 90.0f || normalized_x <= -90.0f || m_pcmd->m_viewangles.x >= 90.0f && m_pcmd->m_viewangles.x <= 200.0f || m_pcmd->m_viewangles.x <= -90.0f && m_pcmd->m_viewangles.x <= 200.0f) //-V648
            m_pcmd->m_forwardmove = -cos(yaw) * speed;
        else
            m_pcmd->m_forwardmove = cos(yaw) * speed;

        m_pcmd->m_sidemove = sin(yaw) * speed;
    }
 
Трахов
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Классный стрейфер для вашей пасты :)

C++:
    else if (g_cfg.misc.airstrafe == 2)
    {
        static auto old_yaw = 0.0f;

        auto get_velocity_degree = [](float velocity)
        {
            auto tmp = RAD2DEG(atan(30.0f / velocity));

            if (CheckIfNonValidNumber(tmp) || tmp > 90.0f)
                return 90.0f;

            else if (tmp < 0.0f)
                return 0.0f;
            else
                return tmp;
        };

        if (g_ctx.local()->get_move_type() != MOVETYPE_WALK)
            return;

        auto velocity = g_ctx.local()->m_vecVelocity();
        velocity.z = 0.0f;

        auto forwardmove = m_pcmd->m_forwardmove;
        auto sidemove = m_pcmd->m_sidemove;

        if (velocity.Length2D() < 5.0f && !forwardmove && !sidemove)
            return;

        static auto flip = false;
        flip = !flip;

        auto turn_direction_modifier = flip ? 1.0f : -1.0f;
        auto viewangles = m_pcmd->m_viewangles;

        if (forwardmove || sidemove)
        {
            m_pcmd->m_forwardmove = 0.0f;
            m_pcmd->m_sidemove = 0.0f;

            auto turn_angle = atan2(-sidemove, forwardmove);
            viewangles.y += turn_angle * M_RADPI;
        }
        else if (forwardmove) //-V550
            m_pcmd->m_forwardmove = 0.0f;

        auto strafe_angle = RAD2DEG(atan(15.0f / velocity.Length2D()));

        if (strafe_angle > 90.0f)
            strafe_angle = 90.0f;
        else if (strafe_angle < 0.0f)
            strafe_angle = 0.0f;

        auto temp = Vector(0.0f, viewangles.y - old_yaw, 0.0f);
        temp.y = math::normalize_yaw(temp.y);

        auto yaw_delta = temp.y;
        old_yaw = viewangles.y;

        auto abs_yaw_delta = fabs(yaw_delta);

        if (abs_yaw_delta <= strafe_angle || abs_yaw_delta >= 30.0f)
        {
            Vector velocity_angles;
            math::vector_angles(velocity, velocity_angles);

            temp = Vector(0.0f, viewangles.y - velocity_angles.y, 0.0f);
            temp.y = math::normalize_yaw(temp.y);

            auto velocityangle_yawdelta = temp.y;
            auto velocity_degree = get_velocity_degree(velocity.Length2D());

            if (velocityangle_yawdelta <= velocity_degree || velocity.Length2D() <= 15.0f)
            {
                if (-velocity_degree <= velocityangle_yawdelta || velocity.Length2D() <= 15.0f)
                {
                    viewangles.y += strafe_angle * turn_direction_modifier;
                    m_pcmd->m_sidemove = side_speed * turn_direction_modifier;
                }
                else
                {
                    viewangles.y = velocity_angles.y - velocity_degree;
                    m_pcmd->m_sidemove = side_speed;
                }
            }
            else
            {
                viewangles.y = velocity_angles.y + velocity_degree;
                m_pcmd->m_sidemove = -side_speed;
            }
        }
        else if (yaw_delta > 0.0f)
            m_pcmd->m_sidemove = -side_speed;
        else if (yaw_delta < 0.0f)
            m_pcmd->m_sidemove = side_speed;

        auto move = Vector(m_pcmd->m_forwardmove, m_pcmd->m_sidemove, 0.0f);
        auto speed = move.Length();

        Vector angles_move;
        math::vector_angles(move, angles_move);

        auto normalized_x = fmod(m_pcmd->m_viewangles.x + 180.0f, 360.0f) - 180.0f;
        auto normalized_y = fmod(m_pcmd->m_viewangles.y + 180.0f, 360.0f) - 180.0f;

        auto yaw = DEG2RAD(normalized_y - viewangles.y + angles_move.y);

        if (normalized_x >= 90.0f || normalized_x <= -90.0f || m_pcmd->m_viewangles.x >= 90.0f && m_pcmd->m_viewangles.x <= 200.0f || m_pcmd->m_viewangles.x <= -90.0f && m_pcmd->m_viewangles.x <= 200.0f) //-V648
            m_pcmd->m_forwardmove = -cos(yaw) * speed;
        else
            m_pcmd->m_forwardmove = cos(yaw) * speed;

        m_pcmd->m_sidemove = sin(yaw) * speed;
    }
Внимание вопрос, какова скорость при муве в лево или в право?
 
ЧВК EB_LAN
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