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[Resolved] Plugin broke moving from 1.76c to 1.76d


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stupok
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Join Date: Feb 2006
Old 03-23-2007 , 18:34   [Resolved] Plugin broke moving from 1.76c to 1.76d
Reply With Quote #1

EDIT: I must have installed 1.76d incorrectly. I just tested again with a fresh install and it worked without a hitch.

Now that I'm using AMX Mod X 1.76d, it seems my plugin stopped working properly. The plugin worked just fine with 1.76c.

Sprites or models used to be nice and flush with the walls when I would hold down +place_ad. Now, they don't appear or they appear in odd places. Maybe it's just me?

I'd appreciate any advice to make this work for 1.76d.

http://forums.alliedmods.net/showthr...583#post424583

It should place an entity flush with the wall the user is looking at, but the entity does not appear at all or it appears in the wrong position.

I think there may be a problem with the highlighted function.

Code:
#include <amxmodx> #include <fakemeta> #include <xs> public plugin_init() {     register_forward(FM_PlayerPreThink, "PreThink") } public PreThink(id) {     if(!is_user_placing_ad)         return FMRES_HANDLED         if(prethink_counter++ > PRETHINK_REFRESH_TIME)     {         prethink_counter = 0        
        fm_get_aim_origin(id, aiming_origins[2])
                if(equal_f(aiming_origins[1], aiming_origins[2]) < 3)         {             engfunc(EngFunc_SetOrigin, ad_ent, aiming_origins[2])             //move_toward_client(id)                         //by using player's origin, I make sure sprites are facing the player             static Float:normal[3], Float:player_origin[3], Float:test_origin[3]                         normal = cross_product(diff_f(aiming_origins[0], aiming_origins[1]), diff_f(aiming_origins[2], aiming_origins[1]))             vector_to_angle(normal, ad_ent_angles)                         minimize_normal(normal)             test_origin = sum_f(aiming_origins[2], normal)             pev(id, pev_origin, player_origin)                         if(get_distance_f(player_origin, test_origin) > get_distance_f(player_origin, aiming_origins[2]))             {                 //sprites had the wrong X rotation while models had the correct X rotation                 //maybe this problem only involves my wall.mdl                 if(contain(ad_model_list[current_ad_model], ".spr") != -1)                 {                     ad_ent_angles[0] *= -1.0                 }                 set_pev(ad_ent, pev_angles, ad_ent_angles)             }            }         if(equal_f(aiming_origins[1], aiming_origins[2]) < 2 && get_distance_f(aiming_origins[2], aiming_origins[1]) > 5.0)         {             aiming_origins[0] = aiming_origins[1]             aiming_origins[1] = aiming_origins[2]         }     }     return FMRES_HANDLED } //from fakemeta_util.inc
stock fm_get_aim_origin(index, Float:origin[3])
{     static Float:start[3], Float:view_ofs[3]     pev(index, pev_origin, start)     pev(index, pev_view_ofs, view_ofs)     xs_vec_add(start, view_ofs, start)         static Float:dest[3]     pev(index, pev_v_angle, dest)     engfunc(EngFunc_MakeVectors, dest)     global_get(glb_v_forward, dest)     xs_vec_mul_scalar(dest, 9999.0, dest)     xs_vec_add(start, dest, dest)         engfunc(EngFunc_TraceLine, start, dest, 0, index, 0)     get_tr2(0, TR_vecEndPos, origin)         return 1 } stock equal_f(Float:origin1[3], Float:origin2[3]) {     new num_equal = (origin1[0] == origin2[0] ? 1 : 0)     num_equal += (origin1[1] == origin2[1] ? 1 : 0)     num_equal += (origin1[2] == origin2[2] ? 1 : 0)     return num_equal } stock Float:diff_f(Float:origin1[3], Float:origin2[3]) {     new Float:result[3]     result[0] = origin1[0] - origin2[0]     result[1] = origin1[1] - origin2[1]     result[2] = origin1[2] - origin2[2]     return result } stock Float:cross_product(Float:origin1[3], Float:origin2[3]) {     new Float:result[3]     result[0] = origin1[1]*origin2[2] - origin1[2]*origin2[1]     result[1] = origin1[2]*origin2[0] - origin1[0]*origin2[2]     result[2] = origin1[0]*origin2[1] - origin1[1]*origin2[0]     return result } stock minimize_normal(Float:normal[3]) {     normal[0] /= 10.0     normal[1] /= 10.0     normal[2] /= 10.0     return 1 } stock Float:sum_f(Float:origin1[3], Float:origin2[3]) {     new Float:result[3]     result[0] = origin1[0] + origin2[0]     result[1] = origin1[1] + origin2[1]     result[2] = origin1[2] + origin2[2]     return result }

Last edited by stupok; 03-30-2007 at 13:36.
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stupok
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Join Date: Feb 2006
Old 03-26-2007 , 15:30   Re: Plugin broke moving from 1.76c to 1.76d
Reply With Quote #2

I'd like to get this resolved quickly, any advice would be appreciated.
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