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Module: Semiclip


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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 02-09-2010 , 22:06   Module: Semiclip
#1

This is a simple light version of semiclip. It should be the fastest since I found a quite simple method that doesn't use much code. It doesn't prevent the rotating entities bug.

Cvars:

semiclip - Enabled 1, Disabled 0
semiclip_enemies - Can trespass enemies 1 Cannot trespass enemies 0
semiclip_blockteam - Both teams have semiclip - 0, Terrorists don't have semiclip - 1, Counter-Terrorist don't have semiclip - 2

Thanks to:

ConnorMcLeod for telling me how to avoid client prediction and to xPaw for the cvar semiclip_blockteam
Attached Files
File Type: dll semiclip_amxx.dll (82.5 KB, 7121 views)
File Type: so semiclip_amxx_i386.so (18.4 KB, 1095 views)
File Type: zip source.zip (44.4 KB, 1467 views)
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Last edited by joaquimandrade; 02-10-2010 at 13:09.
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sabrioz
Senior Member
Join Date: Apr 2009
Old 02-09-2010 , 22:50   Re: Module: Semiclip
#2

Perfect...
.dll file more faster than .amxx file right?

sure i will use it
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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 02-09-2010 , 22:54   Re: Module: Semiclip
#3

Of course it's faster.

Modules interact with the engine.
Plugins have to interact with modules, which then interact with the engine.

It's like one step closer to being part of the game.
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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 02-09-2010 , 23:25   Re: Module: Semiclip
#4

Quote:
Originally Posted by sabrioz View Post
Perfect...
.dll file more faster than .amxx file right?

sure i will use it
Yes plus, the way I found doesn't destroy other functionality that would need to be reimplemented like names on aiming.

Basically it just says "don't collide against some players". The solid flags are untouched. Unless someone find a flaw in this technique it should be the best.
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 02-10-2010 , 01:16   Re: Module: Semiclip
#5

Could you possibly make a version with natives to set it on single players?
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ehha
SourceMod Donor
Join Date: Apr 2006
Location: Sibiu
Old 02-10-2010 , 04:49   Re: Module: Semiclip
#6

Quote:
Originally Posted by Emp` View Post
Could you possibly make a version with natives to set it on single players?
That would be > awesome!
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01101101
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Join Date: Nov 2009
Location: 9`su 09`n0n7e`r0f76a
Old 02-10-2010 , 05:32   Re: Module: Semiclip
#7

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joaquimandrade
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Join Date: Dec 2008
Location: Portugal
Old 02-10-2010 , 08:50   Re: Module: Semiclip
#8

Quote:
Originally Posted by Emp` View Post
Could you possibly make a version with natives to set it on single players?
Tell me the natives more or less. I mean, names and what should they do. And should they override the cvar semiclip?
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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 02-10-2010 , 09:03   Re: Module: Semiclip
#9

Make natives/forwards so you can make plugins with your own cvars.

Code:
/**  *  * Called when 2 players could be semiclip'd  *  * @param        index1 - the first player  * @param        index2 - the second player  *  * @return        Return PLUGIN_HANDLED to allow semiclip, PLUGIN_CONTINUE to have normal collision.  *  */ forward semiclip_shouldcollide(index1, index2);

That's just one example.
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Pamaliska
Senior Member
Join Date: Apr 2006
Location: Edinburgh, UK
Old 02-10-2010 , 10:41   Re: Module: Semiclip
#10

This code is so crappy that server fps drop to ~15, players start to lag at 600 ms.

P.S. Latest hlds, metamod, amxx...

Last edited by Pamaliska; 02-10-2010 at 10:44.
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Old 02-10-2010, 10:53
joaquimandrade
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