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Krevik
Junior Member
Join Date: Mar 2021
Old 04-13-2021 , 16:59   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #43

Quote:
Originally Posted by Krevik View Post
It may be better to check three things at once (WHEN TELEPORTING):
-is outside world
-is distance made lastly big (ONLY XY coords, to avoid fake reports while jumping with survivor from height especially near 0,0,0 position)
-is close to 0,0,0 when the distance is big

And when checking if should save position should check if:
-isn't outside the world
-isn't distance made lastly big (also XY only coords)
-isn't too close to 0,0,0.

Something like here, however I am not familiar with sourcepawn code so I may have made some mistakes here. I am testing this on my server right now, will see.

Code:
public int GetXZDistance(float[3] vec1, float[3] vec2){
	return SquareRoot(FloatAbs(((vec2[0]-vec1[0])*(vec2[0]-vec1[0]))+((vec2[1]-vec1[1])*(vec2[1]-vec1[1]))));
}

public Action SaveVictimPosition_Timer(Handle timer, any victim)
{
	static float prevVictimPos[3];
	static bool isOutsideWorld;

	if (IsClientInGame(victim) && GetClientTeam(victim) == 2 && IsPlayerAlive(victim))
	{
		GetClientAbsOrigin(victim, prevVictimPos);
		isOutsideWorld = TR_PointOutsideWorld(prevVictimPos);
		float zeroVector[] = {0.0,0.0,0.0};
                float distance = GetXZDistance(prevVictimPos, g_fVictimPrevPos);
		float distanceToZero = GetXZDistance(prevVictimPos, zeroVector);

		if ( !isOutsideWorld && distance < 700 && distanceToZero > 300)
		{
			g_fVictimPrevPos = prevVictimPos;

			#if debug
				CPrintToChatAll("{blue}[Jockey UnTeleport]{default} victim position saved.");
			#endif
		}
	}
	return Plugin_Continue;
}

public Action JockeyRideCheck_Timer(Handle timer, any victim)
{
	static float newVictimPos[3];
	static bool isOutsideWorld;

	if (IsClientInGame(victim) && GetClientTeam(victim) == 2 && IsPlayerAlive(victim))
	{
		GetClientAbsOrigin(victim, newVictimPos);
		isOutsideWorld = TR_PointOutsideWorld(newVictimPos);
		float zeroVector[] = {0.0,0.0,0.0};
                float distance = GetXZDistance(newVictimPos, g_fVictimPrevPos);
		float distanceToZero = GetXZDistance(newVictimPos, zeroVector);
		if ( isOutsideWorld  || ( distance > 700 && distanceToZero < 300 ) )
		{
			CPrintToChatAll("[{green}!{default}] {olive}Jockey {default}teleported {green}survivor{default}. Moving {green}survivor {default}back to previous position.");
			TeleportToPrevPos(victim);
		}
	}
	return Plugin_Continue;
}
This version doesn't work, don't try to use it. Furthermore jockey teleport bug happend to me few more times and it turns out that jockey teleport destination coordinates are not always 0,0,0. In my case, today it was 14063, 8089, -212 at c8m3_sewers. Gonna test more code to find a 99% working solution.
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