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[ H3LP ] Check player stuck


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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 06-21-2017 , 10:23   Re: [ H3LP ] Check player stuck
Reply With Quote #11

You can use absolute size for checking (absmin, absmax), distance will often give wrong results. It's simple axis-aligned bounding box (AABB) collision, you can Google it.

Last edited by klippy; 06-21-2017 at 10:23.
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edon1337
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Join Date: Jun 2016
Location: Macedonia
Old 06-21-2017 , 10:33   Re: [ H3LP ] Check player stuck
Reply With Quote #12

Quote:
Originally Posted by KliPPy View Post
You can use absolute size for checking (absmin, absmax), distance will often give wrong results. It's simple axis-aligned bounding box (AABB) collision, you can Google it.
I used floatabs because even if the result is negative the distance is the same. Example Distance number 1 is 100.0 and number 2 is 80.0, 80.0 - 100.0 = -20.0 but still the correct distance is 20.0. Right ?
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Last edited by edon1337; 06-21-2017 at 10:34.
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klippy
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Join Date: May 2013
Location: Serbia
Old 06-21-2017 , 10:49   Re: [ H3LP ] Check player stuck
Reply With Quote #13

I didn't mean the absolute distance, but the absolute bounding box size (pev_absmin, pev_absmax). It's the coordinates of player's bounding box corners.

Last edited by klippy; 06-21-2017 at 10:49.
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