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-   -   Module: Semiclip (https://forums.alliedmods.net/showthread.php?t=118322)

joaquimandrade 02-09-2010 22:06

Module: Semiclip
 
3 Attachment(s)
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

sabrioz 02-09-2010 22:50

Re: Module: Semiclip
 
Perfect...
.dll file more faster than .amxx file right?

sure i will use it :mrgreen:

Exolent[jNr] 02-09-2010 22:54

Re: Module: Semiclip
 
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.

joaquimandrade 02-09-2010 23:25

Re: Module: Semiclip
 
Quote:

Originally Posted by sabrioz (Post 1084214)
Perfect...
.dll file more faster than .amxx file right?

sure i will use it :mrgreen:

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.

Emp` 02-10-2010 01:16

Re: Module: Semiclip
 
Could you possibly make a version with natives to set it on single players?

ehha 02-10-2010 04:49

Re: Module: Semiclip
 
Quote:

Originally Posted by Emp` (Post 1084298)
Could you possibly make a version with natives to set it on single players?

That would be > awesome!

01101101 02-10-2010 05:32

Re: Module: Semiclip
 
fvgybhunjimok,kmnbhugyvctfrd

joaquimandrade 02-10-2010 08:50

Re: Module: Semiclip
 
Quote:

Originally Posted by Emp` (Post 1084298)
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?

Exolent[jNr] 02-10-2010 09:03

Re: Module: Semiclip
 
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.

Pamaliska 02-10-2010 10:41

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

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


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