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Remove collision code from plugin and use mp_solid_enemies and mp_solid_teammates in server_settings.cfg
1 parent ce00b8c commit 3c69ce7

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3 files changed

+2
-22
lines changed

3 files changed

+2
-22
lines changed

cfg/SurfTimer/server_settings.cfg

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -43,6 +43,7 @@ mp_spectators_max 64
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mp_humanteam ct
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mp_disconnect_kills_players 1
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mp_solid_teammates 0
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mp_solid_enemies 0
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mp_respawn_on_death_ct 1
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mp_respawn_on_death_t 1
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mp_ct_default_secondary weapon_usp_silencer

src/ST-Events/Tick.cs

Lines changed: 1 addition & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -5,21 +5,11 @@ namespace SurfTimer;
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public partial class SurfTimer
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{
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public void OnTick()
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public static void OnTick()
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{
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if (CurrentMap == null)
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return;
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foreach (var player in playerList.Values)
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{
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player.Timer.Tick();
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player.ReplayRecorder.Tick(player);
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player.HUD.Display();
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if (player.Controller.Collision == null) continue;
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if ((CollisionGroup)player.Controller.Collision.CollisionGroup == CollisionGroup.COLLISION_GROUP_DEBRIS) continue;
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player.Controller.SetCollisionGroup(CollisionGroup.COLLISION_GROUP_DEBRIS);
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}
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// Need to disable maps from executing their cfgs. Currently idk how (But seriusly it a security issue)
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ConVar? bot_quota = ConVar.Find("bot_quota");
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src/ST-UTILS/Extensions.cs

Lines changed: 0 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -45,17 +45,6 @@ public static void Teleport(this CBaseEntity entity, VectorT? position = null, Q
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public static VectorT ToVector_t(this Vector vec) => new(vec.Handle);
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public static QAngleT ToQAngle_t(this QAngle vec) => new(vec.Handle);
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public static void SetCollisionGroup(this CCSPlayerController controller, CollisionGroup collisionGroup)
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{
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if (!controller.IsValid || controller.Collision == null) return;
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controller.Collision.CollisionAttribute.CollisionGroup = (byte)collisionGroup;
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controller.Collision.CollisionGroup = (byte)collisionGroup;
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Utilities.SetStateChanged(controller, "CColisionProperity", "m_collisionGroup");
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Utilities.SetStateChanged(controller, "CCollisionProperty", "m_collisionAttribute");
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}
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58-
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/// <summary>
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/// Checks whether an IP is a local one. Allows testing the plugin in a local environment setup for GeoIP
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/// </summary>

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