Original Post
So I have been working on a serverside mod for the valve game Team Fortress 2 based off Quake 3. The mod has been in development for around 8 months now, and as I start to finish up a lot of the features for release, I realize I still have not completed a proper strafe jumping modification. Just for background, I am using sourcemod (www.sourcemod.net) for all of the server type plugins. So I have been talking to coder after coder trying to find someone to do the best they can to emulate strafe jumping from Quake into TF2. Very few if any of the sourcemod coders are experienced with advanced math and 3d programming so I figured this might be the best place to post. I basically need to figure out how the original functions from quake are working, and what the best way to implement them into Team Fortress 2 is. Valve for some reason decided to remove a lot of accessibility with game events, so I am using extentions to prehook game events such as Player_Jump, and so on. Here are the original Q3 Strafe Jumping functions: http://ampaste.net/m4c8c69be Im not an advanced coder by any means, I can usually make what I need but nothing of this scale. So basically I kind of need some help in interpreting what these functions are doing exactly. Here is a video of someone doing the strafe jumping if anyone wants a reference...
Here are some functions built into sourcemod I think will be helpful for this... 1) GetClientAbsAngles(client, Float:ang[3]) -> Returns the client's position angle. 2) GetClientAbsOrigin(client, Float:vec[3]) -> Returns the client's origin vector. 3) GetClientEyeAngles(client, Float:ang[3]) -> Returns the client's eye angles. I think those will be the ones I need. Valve also implemented a "PreventBunnyJumping" function a month after release to prevent this...
However, with the help of one of the guys over at Sourcemod, I was able to write a detour and block that from being called. So that part is already taken care of. If I can get help at all from some of you guys more saavy in this department on where to go from here, I would be in depted to you!