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https://github.com/MathiasLui/CSGO-Projects.git
synced 2025-05-06 13:51:18 +00:00
Fix calculation issue when not on NAV area & Increment version
* Incremented to Version 1.3.1.3 as well as .NET 7 * When not standing inside of a NAV area and setting the position via button, it didn't find a NAV area and disregarded the player's height. Now we just check if Z value was set (not null) * Also fixed comment (Holy shit I wish I had motivation to refactor the main window)
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81b2b98394
commit
8edbd31b94
5 changed files with 35 additions and 15 deletions
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@ -3,18 +3,34 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.1.32228.430
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ConfigManagerV2", "ConfigManagerV2\ConfigManagerV2.csproj", "{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ConfigManagerV2", "ConfigManagerV2\ConfigManagerV2.csproj", "{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SteamShared", "..\SteamShared\SteamShared\SteamShared\SteamShared.csproj", "{A1C22F5E-D102-4236-9BD0-1D57147FED18}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|x64 = Debug|x64
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Release|Any CPU = Release|Any CPU
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Release|x64 = Release|x64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Debug|x64.ActiveCfg = Debug|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Debug|x64.Build.0 = Debug|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Release|Any CPU.Build.0 = Release|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Release|x64.ActiveCfg = Release|Any CPU
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{0C1DD2D0-F373-43A3-9B2D-F42BCA33D95A}.Release|x64.Build.0 = Release|Any CPU
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Debug|x64.ActiveCfg = Debug|x64
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Debug|x64.Build.0 = Debug|x64
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Release|Any CPU.Build.0 = Release|Any CPU
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Release|x64.ActiveCfg = Release|x64
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{A1C22F5E-D102-4236-9BD0-1D57147FED18}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -2,7 +2,7 @@
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net6.0-windows</TargetFramework>
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<TargetFramework>net7.0-windows</TargetFramework>
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<Nullable>enable</Nullable>
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<UseWPF>true</UseWPF>
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</PropertyGroup>
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@ -11,8 +11,8 @@
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</PropertyGroup>
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<PropertyGroup>
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<ApplicationIcon>27.ico</ApplicationIcon>
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<FileVersion>1.3.1.2</FileVersion>
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<AssemblyVersion>1.3.1.2</AssemblyVersion>
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<FileVersion>1.3.1.3</FileVersion>
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<AssemblyVersion>1.3.1.3</AssemblyVersion>
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</PropertyGroup>
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<ItemGroup>
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<Compile Remove="Properties\AssemblyInfo.cs" />
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@ -1113,18 +1113,18 @@ namespace Damage_Calculator
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}
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// Manage height
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if (this.playerPoint.AssociatedAreaID < 0 ||
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((this.DrawMode == eDrawMode.Shooting && this.targetPoint.AssociatedAreaID < 0)
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|| (this.DrawMode == eDrawMode.Bomb && this.bombPoint.AssociatedAreaID < 0)))
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if (this.playerPoint.Z == null ||
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((this.DrawMode == eDrawMode.Shooting && this.targetPoint.Z == null)
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|| (this.DrawMode == eDrawMode.Bomb && this.bombPoint.Z == null)))
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{
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// One of the points has no area ID, and thus no Z coordinate
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// One of the points has no Z coordinate set
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leftZ = 0;
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rightZ = 0;
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}
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else
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{
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leftZ = this.DrawMode == eDrawMode.Shooting ? this.targetPoint.Z : this.bombPoint.Z;
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rightZ = this.playerPoint.Z;
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leftZ = (this.DrawMode == eDrawMode.Shooting ? this.targetPoint.Z : this.bombPoint.Z) ?? 0;
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rightZ = this.playerPoint.Z ?? 0;
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}
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// Distance in units in 2D
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@ -1136,9 +1136,10 @@ namespace Damage_Calculator
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float maxFactor = 1.0f;
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// Add the appropriate height
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// They use the middle of the oriented bounding box,
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// which should be equal to the axis-aligned bounding box, but with additional yaw in the normal sense
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// Since we already have the X-Y middle, we just add half of the height to get the Z-middle as well
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// They use a random value,
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// which should be between the player's origin + 0.7 times their eye level and 1 times their eye level
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// Since we already have the X-Y middle, we just add 0.7 or 1 as a factor for the eye level,
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// depending on if it's the min or max possible value we want to get
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if (radioPlayerStanding.IsChecked == true)
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rightZ += isMax ? eyeLevelStanding * maxFactor : eyeLevelStanding * minFactor;
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else if(radioPlayerCrouched.IsChecked == true)
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@ -1900,6 +1901,7 @@ namespace Damage_Calculator
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this.targetPoint.PercentageX = newPointPosPixels.X * 100f / this.mapCanvas.ActualWidth;
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this.targetPoint.PercentageY = newPointPosPixels.Y * 100f / this.mapCanvas.ActualHeight;
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this.targetPoint.PercentageScale = circle.Width * 100f / this.mapCanvas.ActualWidth;
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this.targetPoint.Z = null; // Initialise with null, just in case
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this.targetPoint.Z = givenCoords == null ? this.currentMouseCoord.Z : givenCoords.Z;
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if (this.currentHeightLayer >= 0 && givenCoords == null)
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{
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@ -1937,6 +1939,7 @@ namespace Damage_Calculator
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this.bombPoint.PercentageX = newPointPosPixels.X * 100f / this.mapCanvas.ActualWidth;
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this.bombPoint.PercentageY = newPointPosPixels.Y * 100f / this.mapCanvas.ActualHeight;
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this.bombPoint.PercentageScale = circle.Width * 100f / this.mapCanvas.ActualWidth;
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this.bombPoint.Z = null; // Initialise with null, just in case
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this.bombPoint.Z = givenCoords == null ? this.currentMouseCoord.Z : givenCoords.Z;
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if (this.currentHeightLayer >= 0 && givenCoords == null)
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{
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@ -1977,6 +1980,7 @@ namespace Damage_Calculator
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this.playerPoint.PercentageX = newPointPosPixels.X * 100f / this.mapCanvas.ActualWidth;
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this.playerPoint.PercentageY = newPointPosPixels.Y * 100f / this.mapCanvas.ActualHeight;
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this.playerPoint.PercentageScale = circle.Width * 100f / this.mapCanvas.ActualWidth;
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this.playerPoint.Z = null; // Initialise with null, just in case
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this.playerPoint.Z = givenCoords == null ? this.currentMouseCoord.Z : givenCoords.Z;
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if (this.currentHeightLayer >= 0 && givenCoords == null)
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@ -25,9 +25,9 @@ namespace SteamShared.Models
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public double Y { get; set; }
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/// <summary>
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/// The in-game Z-coordinate.
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/// The in-game Z-coordinate, if any.
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/// </summary>
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public double Z { get; set; }
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public double? Z { get; set; }
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public int AssociatedAreaID { get; set; } = -1;
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