developerteleport.c 5.3 KB

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  1. class DeveloperTeleport
  2. {
  3. protected static const float TELEPORT_DISTANCE_MAX = 1000;
  4. static void TeleportAtCursor()
  5. {
  6. if ( !DeveloperFreeCamera.IsFreeCameraEnabled() )
  7. {
  8. PlayerBase player = PlayerBase.Cast( GetGame().GetPlayer() );
  9. vector pos_player = player.GetPosition();
  10. Object ignore;
  11. if (!Class.CastTo(ignore, player.GetParent()))
  12. {
  13. ignore = player;
  14. }
  15. vector rayStart = GetGame().GetCurrentCameraPosition();
  16. vector rayEnd = rayStart + GetGame().GetCurrentCameraDirection() * 1000;
  17. vector hitPos;
  18. vector hitNormal;
  19. int hitComponentIndex;
  20. DayZPhysics.RaycastRV(rayStart, rayEnd, hitPos, hitNormal, hitComponentIndex, NULL, NULL, ignore);
  21. float distance = vector.Distance( pos_player, hitPos );
  22. if ( distance < TELEPORT_DISTANCE_MAX )
  23. {
  24. bool breakSync = false;
  25. #ifdef DIAG_DEVELOPER
  26. breakSync = DiagMenu.GetBool(DiagMenuIDs.MISC_TELEPORT_BREAKS_SYNC);
  27. #endif
  28. SetPlayerPosition(player, hitPos, breakSync);
  29. }
  30. else
  31. {
  32. Debug.LogWarning("Distance for teleportation is too far!");
  33. }
  34. }
  35. }
  36. protected static const float TELEPORT_DISTANCE_MAX_EX = 500;
  37. static void TeleportAtCursorEx()
  38. {
  39. PlayerBase player = PlayerBase.Cast( GetGame().GetPlayer() );
  40. vector rayStart = GetGame().GetCurrentCameraPosition();
  41. vector rayEnd = rayStart + GetGame().GetCurrentCameraDirection() * TELEPORT_DISTANCE_MAX_EX;
  42. vector hitPos;
  43. vector hitNormal;
  44. float hitFraction;
  45. Object hitObj;
  46. Object ignore;
  47. if (!Class.CastTo(ignore, player.GetParent()))
  48. {
  49. ignore = player;
  50. }
  51. int layers = 0;
  52. layers |= PhxInteractionLayers.TERRAIN;
  53. layers |= PhxInteractionLayers.ROADWAY;
  54. layers |= PhxInteractionLayers.ITEM_LARGE;
  55. layers |= PhxInteractionLayers.BUILDING;
  56. layers |= PhxInteractionLayers.VEHICLE;
  57. layers |= PhxInteractionLayers.RAGDOLL;
  58. if (DayZPhysics.SphereCastBullet(rayStart, rayEnd, 0.01, layers, ignore, hitObj, hitPos, hitNormal, hitFraction))
  59. {
  60. bool breakSync = false;
  61. #ifdef DIAG_DEVELOPER
  62. breakSync = DiagMenu.GetBool(DiagMenuIDs.MISC_TELEPORT_BREAKS_SYNC);
  63. #endif
  64. SetPlayerPosition(player, hitPos, breakSync);
  65. if (DeveloperFreeCamera.IsFreeCameraEnabled())
  66. {
  67. DeveloperTeleport.SetPlayerDirection( player, FreeDebugCamera.GetInstance().GetDirection() );
  68. }
  69. }
  70. }
  71. static Object GetPlayerRootForTeleporting(PlayerBase player)
  72. {
  73. Object playerRoot = player;
  74. HumanCommandVehicle hcv = player.GetCommand_Vehicle();
  75. if (hcv)
  76. {
  77. playerRoot = hcv.GetTransport();
  78. }
  79. HumanCommandUnconscious hcu = player.GetCommand_Unconscious();
  80. if (hcu)
  81. {
  82. Class.CastTo(playerRoot, player.GetParent());
  83. if (playerRoot != player.GetTransportCache())
  84. {
  85. playerRoot = null;
  86. }
  87. }
  88. if (playerRoot == null)
  89. {
  90. playerRoot = player;
  91. }
  92. return playerRoot;
  93. }
  94. // Set Player Position (MP support)
  95. static void SetPlayerPosition(PlayerBase player, vector position, bool breakSync = false)
  96. {
  97. Object playerRoot = GetPlayerRootForTeleporting(player);
  98. #ifdef DIAG_DEVELOPER
  99. if (GetGame().IsMultiplayer() && breakSync)
  100. {
  101. vector v;
  102. v[0] = Math.RandomFloat(-Math.PI, Math.PI);
  103. v[1] = Math.RandomFloat(-Math.PI, Math.PI);
  104. v[2] = Math.RandomFloat(-Math.PI, Math.PI);
  105. dBodySetAngularVelocity(playerRoot, v);
  106. SetVelocity(playerRoot, vector.Zero);
  107. v[0] = Math.RandomFloat(-Math.PI, Math.PI);
  108. v[1] = Math.RandomFloat(-Math.PI, Math.PI);
  109. v[2] = Math.RandomFloat(-Math.PI, Math.PI);
  110. playerRoot.SetOrientation(v * Math.RAD2DEG);
  111. }
  112. #endif
  113. if (position[1] < GetGame().SurfaceGetSeaLevel())
  114. {
  115. position[1] = GetGame().SurfaceGetSeaLevel();
  116. }
  117. if (GetGame().IsServer())
  118. {
  119. playerRoot.SetPosition(position);
  120. }
  121. else
  122. {
  123. Param4<float, float, float, bool> params = new Param4<float, float, float, bool>(position[0], position[1], position[2], breakSync);
  124. player.RPCSingleParam(ERPCs.DEV_RPC_TELEPORT, params, true);
  125. }
  126. }
  127. // Set Player Direction (MP support)
  128. static void SetPlayerDirection(PlayerBase player, vector direction)
  129. {
  130. Object playerRoot = GetPlayerRootForTeleporting(player);
  131. if (GetGame().IsServer())
  132. {
  133. playerRoot.SetDirection(direction);
  134. }
  135. else
  136. {
  137. Param3<float, float, float> params = new Param3<float, float, float>(direction[0], direction[1], direction[2]);
  138. player.RPCSingleParam(ERPCs.DEV_RPC_SET_PLAYER_DIRECTION, params, true);
  139. }
  140. }
  141. static void OnRPC(PlayerBase player, int rpc_type, ParamsReadContext ctx)
  142. {
  143. #ifdef DIAG_DEVELOPER
  144. if ( rpc_type == ERPCs.DEV_RPC_TELEPORT )
  145. {
  146. OnRPCSetPlayerPosition(player, ctx);
  147. }
  148. else if ( rpc_type == ERPCs.DEV_RPC_SET_PLAYER_DIRECTION )
  149. {
  150. OnRPCSetPlayerDirection(player, ctx);
  151. }
  152. #endif
  153. }
  154. static protected void OnRPCSetPlayerPosition(PlayerBase player, ParamsReadContext ctx)
  155. {
  156. Param4<float, float, float, bool> p = new Param4<float, float, float, bool>(0, 0, 0, false);
  157. if (ctx.Read(p))
  158. {
  159. vector v = "0 0 0";
  160. v[0] = p.param1;
  161. v[1] = p.param2;
  162. v[2] = p.param3;
  163. SetPlayerPosition(player, v, p.param4);
  164. }
  165. }
  166. static protected void OnRPCSetPlayerDirection(PlayerBase player, ParamsReadContext ctx)
  167. {
  168. Param3<float, float, float> p = new Param3<float, float, float>(0, 0, 0);
  169. if (ctx.Read(p))
  170. {
  171. vector v = "0 0 0";
  172. v[0] = p.param1;
  173. v[1] = p.param2;
  174. v[2] = p.param3;
  175. SetPlayerDirection(player, v);
  176. }
  177. }
  178. }