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[KZ/HNS] EdgeBug Stats


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xPaw
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Join Date: Jul 2008
Old 12-19-2010 , 10:11   Re: [KZ] EdgeBug Stats
Reply With Quote #21

Quote:
Originally Posted by kielor View Post
How can you prove the detection other way? It works and it is perfect, dunno why?
What?
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kielor
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Location: Russia, Novosibirsk
Old 12-19-2010 , 11:42   Re: [KZ] EdgeBug Stats
Reply With Quote #22

Quote:
Originally Posted by xPaw View Post
What?
The thing I wanted to tell you is that it's not good when you code something and dunno how and why it works. You know why your detection works? I guess not.

Kthxbai pr@ c@der.
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xPaw
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Old 12-19-2010 , 12:32   Re: [KZ] EdgeBug Stats
Reply With Quote #23

Quote:
Originally Posted by kielor View Post
The thing I wanted to tell you is that it's not good when you code something and dunno how and why it works. You know why your detection works? I guess not.

Kthxbai pr@ c@der.
Boy, you can go rage somewhere else.
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EXteRmiNaToR
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Join Date: Dec 2009
Old 12-19-2010 , 15:18   Re: [KZ] EdgeBug Stats
Reply With Quote #24

Quote:
Originally Posted by kielor View Post
The thing I wanted to tell you is that it's not good when you code something and dunno how and why it works. You know why your detection works? I guess not.

Kthxbai pr@ c@der.
I really can't understand what your problem is...
Nice plugin xPaw!Tested it and works nice!
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kielor
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Location: Russia, Novosibirsk
Old 12-20-2010 , 01:45   Re: [KZ] EdgeBug Stats
Reply With Quote #25

Quote:
Originally Posted by xPaw View Post
Boy, you can go rage somewhere else.
Lolwut? You didn't answer and tell me that I'm a boy? Fail, oh fail.
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vato loco [GE-S]
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Old 12-20-2010 , 05:44   Re: [KZ] EdgeBug Stats
Reply With Quote #26

Quote:
Originally Posted by kielor View Post
and tell me that I'm a boy? Fail, oh fail.
are you a girl
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xPaw
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Old 12-20-2010 , 07:03   Re: [KZ] EdgeBug Stats
Reply With Quote #27

New version 2.1
  • Removed "beam", because it takes useless calculations to find perfect origin
  • Removed duck detection and use AbsMins instead
  • Added trigger_teleport reset
  • Fixed hudmessage show to spectators
  • Slightly lowered memory usage
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xPaw
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Old 12-27-2010 , 10:09   Re: [KZ/HNS] EdgeBug Stats
Reply With Quote #28

New version 2.2
  • Removed const of 0.4 in formula and replaced with gravity calculating
    EdgeBug stats are now working with any gravity
  • Fixed trigger_teleport touching
  • Corrected jump off detection
  • Added forward: kz_edgebug for plugin developers
    Someone can make Top15 using this forward
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kielor
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Location: Russia, Novosibirsk
Old 12-29-2010 , 01:36   Re: [KZ/HNS] EdgeBug Stats
Reply With Quote #29

Now it's far much understandable. But still are some bugs:
- as far as I remember you should calculate velocity[2] with 2 frames earlier msec and not one (but dunno - check this better to avoid bugs with laggers like me)
- Touch bug (read below)

Here's what I use:
Code:
 ebstats.sma (61.0-63.170):
    if(g_bFalling[id]
    && floatabs(fPrevVelocity[id] - g_iFrameTime[id][1] * iCvarGravity * fGravity * 0.001 - fVelocity[2]) > EPSILON // strange vertical movement
    && floatabs(fVelocity[2] + 0.5 * iCvarGravity * fGravity * g_iFrameTime[id][1] * 0.001) < EPSILON) // almost equal, have to use epsilon due to shitty float roundings
On some maps there's a bug with Touch, it isn't called when two "touches" are made - one to the ground and second to some entity like healer. With this code you don't have to use Touch hook.
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xPaw
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Old 12-29-2010 , 07:23   Re: [KZ/HNS] EdgeBug Stats
Reply With Quote #30

Quote:
Originally Posted by kielor View Post
Now it's far much understandable. But still are some bugs:
- as far as I remember you should calculate velocity[2] with 2 frames earlier msec and not one (but dunno - check this better to avoid bugs with laggers like me)
- Touch bug (read below)

Here's what I use:
Code:
 ebstats.sma (61.0-63.170):
    if(g_bFalling[id]
    && floatabs(fPrevVelocity[id] - g_iFrameTime[id][1] * iCvarGravity * fGravity * 0.001 - fVelocity[2]) > EPSILON // strange vertical movement
    && floatabs(fVelocity[2] + 0.5 * iCvarGravity * fGravity * g_iFrameTime[id][1] * 0.001) < EPSILON) // almost equal, have to use epsilon due to shitty float roundings
On some maps there's a bug with Touch, it isn't called when two "touches" are made - one to the ground and second to some entity like healer. With this code you don't have to use Touch hook.
Your first floatabs is not needed in my code because i have similiar but simpler part already.
Code:
floatabs( g_flTouchedVelocity[ id ] ) > iPossibleGain
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