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nade_prediction.cpp
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nade_prediction.cpp
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#include "nade_prediction.h"
#include "context.h"
c_grenade_predictor g_grenade_predictor;
void c_grenade_predictor::create_move( int buttons )
{
grenade_path.clear( );
grenade_bounce.clear( );
type = 0;
act = ACT_NONE;
if ( !ctx.m_local || !ctx.m_local->alive( ) )
return;
if ( !ctx.m_settings.visuals_active || !ctx.m_settings.visuals_nade_prediction )
return;
bool in_attack = ( buttons & IN_ATTACK ) != 0;
bool in_attack2 = ( buttons & IN_ATTACK2 ) != 0;
act = in_attack && in_attack2 ? ACT_LOB :
in_attack2 ? ACT_DROP :
in_attack ? ACT_THROW :
ACT_NONE;
c_base_weapon* weapon = ctx.m_local->weapon( );
type = weapon && weapon->type( ) == weapon_t::grenade ? weapon->item_index( ) : WEAPON_NONE;
if ( !act || !type )
return;
simulate( );
}
void c_grenade_predictor::draw( )
{
if ( !ctx.m_local || !ctx.m_local->alive( ) )
return;
if ( type && grenade_path.size( ) > 1 )
{
float radius;
switch ( type )
{
case WEAPON_SMOKEGRENADE:
case WEAPON_DECOY:
case WEAPON_MOLOTOV:
case WEAPON_INCGRENADE:
case WEAPON_HEGRENADE:
radius = 144.f;
break;
default:
radius = 24.f;
}
static float rot_start = 0.f;
rot_start += 0.01f;
if ( rot_start >= 1.f )
rot_start = 0.f;
drawing::circle3d( grenade_path.back( ), color_t( 255, 0, 0, 255 ), 88, radius, true, rot_start, 0.25f, 0.25f );
vec3 prev = *grenade_path.begin( );
for ( auto& cur : grenade_path )
{
vec2 parent, child;
if ( drawing::w2s( prev, parent ) && drawing::w2s( cur, child ) )
{
ctx.m_renderer->line( color_t( 255, 255, 255, 200 ), parent.x, parent.y, child.x, child.y );
}
prev = cur;
}
for ( auto& bounce : grenade_bounce )
{
vec2 screen;
if ( drawing::w2s( bounce, screen ) )
{
ctx.m_renderer->filled_rect( color_t( 0, 0, 0, 200 ), screen.x - 2.f, screen.y - 2.f, screen.x + 2.f, screen.y + 2.f );
ctx.m_renderer->filled_rect( color_t( 255, 0, 0, 200 ), screen.x - 1.f, screen.y - 1.f, screen.x + 1.f, screen.y + 1.f );
}
}
}
}
void c_grenade_predictor::simulate( )
{
vec3 start, throw_speed;
setup( start, throw_speed );
for ( size_t i = 0; i < grenade_path.max_size( ) - 1; i++ )
{
grenade_path.push_back( start );
// 0 = end, 1 = air, 2 = bounce
int step_result = step( start, throw_speed, i, csgo.m_globals( )->interval_per_tick );
if ( !step_result )
break;
if ( step_result == 2 )
grenade_bounce.push_back( start );
}
grenade_path.push_back( start );
}
void c_grenade_predictor::setup( vec3& source, vec3& throw_speed )
{
vec3 throw_angle = csgo.m_engine( )->GetViewAngles( );
float pitch = throw_angle.x;
if ( pitch <= 90.0f )
{
if ( pitch < -90.0f )
{
pitch += 360.0f;
}
}
else
{
pitch -= 360.0f;
}
float a = pitch - ( 90.0f - fabs( pitch ) ) * 10.0f / 90.0f;
throw_angle.x = a;
float velocity = 750.0f * 0.9f;
static constexpr float power[] = { 1.0f, 1.0f, 0.5f, 0.0f };
float b = power[act];
b = b * 0.7f;
b = b + 0.3f;
velocity *= b;
vec3 forward;
vec3 right;
vec3 up;
math::angle_vectors( throw_angle, &forward, &right, &up );
source = ctx.m_local->eye_origin( );
float off = power[act] * 12.0f - 12.0f;
source.z += off;
c_game_trace tr;
vec3 destination = source + ( forward * 22.f );
trace_hull( source, destination, tr );
vec3 back = forward * 6.0f;
source = tr.m_dst;
source -= back;
throw_speed = ctx.m_local->velocity( );
throw_speed *= 1.25f;
throw_speed += forward * velocity;
}
int c_grenade_predictor::step( vec3& source, vec3& throw_speed, int tick, float interval )
{
vec3 move;
add_gravity_move( move, throw_speed, interval, false );
vec3 destination = source + move;
c_game_trace tr;
trace_hull( source, destination, tr );
int result = 1;
if ( check_detonate( throw_speed, tr, tick, interval ) )
{
// hit the end
source = tr.m_dst;
return 0;
}
if ( tr.m_fraction != 1.0f )
{
// hit something
resolve_fly_collision( tr, throw_speed, interval );
// if we hit an entity, just call it the end
if ( tr.m_ent && tr.m_ent->client( )->m_class_id == CCSPlayer )
return 0;
result = 2;
}
source = tr.m_dst;
return result;
}
void c_grenade_predictor::trace_hull( vec3& src, vec3& end, c_game_trace& tr )
{
ray_t ray;
ray.Init( src, end, vec3( -2.0f, -2.0f, -2.0f ), vec3( 2.0f, 2.0f, 2.0f ) );
c_trace_filter filter( ctx.m_local );
csgo.m_engine_trace( )->TraceRay( ray, 0x200400B, &filter, &tr );
}
void c_grenade_predictor::add_gravity_move( vec3& move, vec3& vel, float frametime, bool onground )
{
vec3 basevel( 0.0f, 0.0f, 0.0f );
move.x = ( vel.x + basevel.x ) * frametime;
move.y = ( vel.y + basevel.y ) * frametime;
if ( onground )
{
move.z = ( vel.z + basevel.z ) * frametime;
}
else
{
float gravity = 800.0f * 0.4f;
float newZ = vel.z - gravity * frametime;
move.z = ( ( vel.z + newZ ) / 2.0f + basevel.z ) * frametime;
vel.z = newZ;
}
}
bool c_grenade_predictor::check_detonate( vec3& throw_speed, c_game_trace& tr, int tick, float interval )
{
switch ( type )
{
case WEAPON_SMOKEGRENADE:
case WEAPON_DECOY:
{
float velocity = throw_speed.length2d( );
if ( velocity < 0.1f )
{
int det_tick_mod = static_cast<int>( 0.2f / interval );
return !( tick % det_tick_mod );
}
return false;
}
case WEAPON_MOLOTOV:
case WEAPON_INCGRENADE:
if ( tr.m_fraction != 1.0f && tr.m_plane.normal.z > 0.7f )
return true;
case WEAPON_FLASHBANG:
case WEAPON_HEGRENADE:
return static_cast<float>( tick ) * interval > 1.5f && !( tick % static_cast<int>( 0.2f / interval ) );
default:
return false;
}
}
void c_grenade_predictor::resolve_fly_collision( c_game_trace& tr, vec3& velocity, float interval )
{
// Calculate elasticity
float flSurfaceElasticity = 1.0; // Assume all surfaces have the same elasticity
float flGrenadeElasticity = 0.45f;
float flTotalElasticity = flGrenadeElasticity * flSurfaceElasticity;
if ( flTotalElasticity > 0.9f )
flTotalElasticity = 0.9f;
if ( flTotalElasticity < 0.0f )
flTotalElasticity = 0.0f;
// Calculate bounce
vec3 vecAbsVelocity;
physics_clip_velocity( velocity, tr.m_plane.normal, vecAbsVelocity, 2.0f );
vecAbsVelocity *= flTotalElasticity;
// Stop completely once we move too slow
float flSpeedSqr = vecAbsVelocity.length_sqr( );
static const float flMinSpeedSqr = 20.0f * 20.0f;
if ( flSpeedSqr < flMinSpeedSqr )
{
vecAbsVelocity.x = 0.0f;
vecAbsVelocity.y = 0.0f;
vecAbsVelocity.z = 0.0f;
}
// Stop if on ground
if ( tr.m_plane.normal.z > 0.7f )
{
velocity = vecAbsVelocity;
vecAbsVelocity *= ( 1.0f - tr.m_fraction ) * interval;
vec3 end = tr.m_dst + vecAbsVelocity;
trace_hull( tr.m_dst, end, tr );
}
else
{
velocity = vecAbsVelocity;
}
}
int c_grenade_predictor::physics_clip_velocity( const vec3& in, const vec3& normal, vec3& out, float overbounce )
{
static const float STOP_EPSILON = 0.1f;
float backoff;
float change;
float angle;
int i, blocked;
blocked = 0;
angle = normal[2];
if ( angle > 0 )
{
blocked |= 1; // floor
}
if ( !angle )
{
blocked |= 2; // step
}
backoff = in.dot( normal ) * overbounce;
for ( i = 0; i < 3; i++ )
{
change = normal[i] * backoff;
out[i] = in[i] - change;
if ( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON ) { out[i] = 0; }
}
return blocked;
}