4 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
5 #define PHYS_DODGING getstati(STAT_DODGING)
6 #define PHYS_DODGING_DELAY getstatf(STAT_DODGING_DELAY)
7 #define PHYS_DODGING_TIMEOUT(s) getstatf(STAT_DODGING_TIMEOUT)
8 #define PHYS_DODGING_HORIZ_SPEED_FROZEN getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
9 #define PHYS_DODGING_FROZEN_NODOUBLETAP getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
10 #define PHYS_DODGING_HORIZ_SPEED getstatf(STAT_DODGING_HORIZ_SPEED)
11 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
12 #define PHYS_DODGING_HEIGHT_THRESHOLD getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
13 #define PHYS_DODGING_DISTANCE_THRESHOLD getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
14 #define PHYS_DODGING_RAMP_TIME getstatf(STAT_DODGING_RAMP_TIME)
15 #define PHYS_DODGING_UP_SPEED getstatf(STAT_DODGING_UP_SPEED)
16 #define PHYS_DODGING_WALL getstatf(STAT_DODGING_WALL)
18 #define PHYS_DODGING_FRAMETIME sys_frametime
19 #define PHYS_DODGING g_dodging
20 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
21 #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
22 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
23 #define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
24 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
25 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
26 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
27 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
28 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
29 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
30 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
32 float autocvar_sv_dodging_delay;
33 float autocvar_sv_dodging_height_threshold;
34 float autocvar_sv_dodging_horiz_speed;
35 float autocvar_sv_dodging_horiz_speed_frozen;
36 float autocvar_sv_dodging_ramp_time;
37 bool autocvar_sv_dodging_sound;
38 float autocvar_sv_dodging_up_speed;
39 float autocvar_sv_dodging_wall_distance_threshold;
40 bool autocvar_sv_dodging_wall_dodging;
41 bool autocvar_sv_dodging_frozen_doubletap;
48 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
49 .float dodging_action;
51 // the jump part of the dodge cannot be ramped
52 .float dodging_single_action;
54 #include "../../../animdecide.qh"
55 #include "../../../physics.qh"
57 .float cvar_cl_dodging_timeout;
60 .float stat_dodging_delay;
61 .float stat_dodging_horiz_speed_frozen;
62 .float stat_dodging_frozen_nodoubletap;
63 .float stat_dodging_frozen;
64 .float stat_dodging_horiz_speed;
65 .float stat_dodging_height_threshold;
66 .float stat_dodging_distance_threshold;
67 .float stat_dodging_ramp_time;
68 .float stat_dodging_up_speed;
69 .float stat_dodging_wall;
71 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
73 // this just turns on the cvar.
76 g_dodging = cvar("g_dodging");
77 addstat(STAT_DODGING, AS_INT, stat_dodging);
78 addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
79 addstat(STAT_DODGING_TIMEOUT, AS_FLOAT, cvar_cl_dodging_timeout); // we stat this, so it is updated on the client when updated on server (otherwise, chaos)
80 addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
81 addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
82 addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
83 addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
84 addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
85 addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
86 addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
87 addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
88 addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
91 // this just turns off the cvar.
92 MUTATOR_ONROLLBACK_OR_REMOVE
102 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
103 .float dodging_action;
105 // the jump part of the dodge cannot be ramped
106 .float dodging_single_action;
109 // these are used to store the last key press time for each of the keys..
110 .float last_FORWARD_KEY_time;
111 .float last_BACKWARD_KEY_time;
112 .float last_LEFT_KEY_time;
113 .float last_RIGHT_KEY_time;
115 // these store the movement direction at the time of the dodge action happening.
116 .vector dodging_direction;
118 // this indicates the last time a dodge was executed. used to check if another one is allowed
119 // and to ramp up the dodge acceleration in the physics hook.
120 .float last_dodging_time;
122 // This is the velocity gain to be added over the ramp time.
123 // It will decrease from frame to frame during dodging_action = 1
125 .float dodging_velocity_gain;
132 void dodging_UpdateStats()
134 self.stat_dodging = PHYS_DODGING;
135 self.stat_dodging_delay = PHYS_DODGING_DELAY;
136 self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
137 self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
138 self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
139 self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
140 self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
141 self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
142 self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
143 self.stat_dodging_wall = PHYS_DODGING_WALL;
148 // returns 1 if the player is close to a wall
149 bool check_close_to_wall(float threshold)
151 if (PHYS_DODGING_WALL == 0) { return false; }
154 tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
155 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
166 bool check_close_to_ground(float threshold)
168 return IS_ONGROUND(self) ? true : false;
171 float PM_dodging_checkpressedkeys()
176 float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
177 float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
179 // first check if the last dodge is far enough back in time so we can dodge again
180 if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
183 makevectors(self.angles);
185 if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
186 && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
189 float tap_direction_x = 0;
190 float tap_direction_y = 0;
191 float dodge_detected = 0;
193 #define X(COND,BTN,RESULT) \
194 if (self.movement_##COND) \
195 /* is this a state change? */ \
196 if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
197 tap_direction_##RESULT; \
198 if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
199 dodge_detected = 1; \
200 self.last_##BTN##_KEY_time = time; \
202 X(x < 0, BACKWARD, x--);
203 X(x > 0, FORWARD, x++);
205 X(y > 0, RIGHT, y++);
208 if (dodge_detected == 1)
210 self.last_dodging_time = time;
212 self.dodging_action = 1;
213 self.dodging_single_action = 1;
215 self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
217 self.dodging_direction_x = tap_direction_x;
218 self.dodging_direction_y = tap_direction_y;
220 // normalize the dodging_direction vector.. (unlike UT99) XD
221 float length = self.dodging_direction_x * self.dodging_direction_x
222 + self.dodging_direction_y * self.dodging_direction_y;
223 length = sqrt(length);
225 self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
226 self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
238 dodging_UpdateStats();
244 // when swimming, no dodging allowed..
245 if (self.waterlevel >= WATERLEVEL_SWIMMING)
247 self.dodging_action = 0;
248 self.dodging_direction_x = 0;
249 self.dodging_direction_y = 0;
253 // make sure v_up, v_right and v_forward are sane
254 makevectors(self.angles);
256 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
257 // will be called ramp_time/frametime times = 2 times. so, we need to
258 // add 0.5 * the total speed each frame until the dodge action is done..
259 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
261 // if ramp time is smaller than frametime we get problems ;D
262 common_factor = min(common_factor, 1);
264 float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
265 float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
266 new_velocity_gain = max(0, new_velocity_gain);
268 float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
270 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
271 if (self.dodging_action == 1)
273 //disable jump key during dodge accel phase
274 if(self.movement_z > 0) { self.movement_z = 0; }
276 self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
277 + ((self.dodging_direction_x * velocity_difference) * v_forward);
279 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
282 // the up part of the dodge is a single shot action
283 if (self.dodging_single_action == 1)
285 UNSET_ONGROUND(self);
287 self.velocity += PHYS_DODGING_UP_SPEED * v_up;
290 if (autocvar_sv_dodging_sound)
291 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
293 animdecide_setaction(self, ANIMACTION_JUMP, true);
296 self.dodging_single_action = 0;
299 // are we done with the dodging ramp yet?
300 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
302 // reset state so next dodge can be done correctly
303 self.dodging_action = 0;
304 self.dodging_direction_x = 0;
305 self.dodging_direction_y = 0;
311 MUTATOR_HOOKFUNCTION(dodging, GetCvars)
313 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
317 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
319 // print("dodging_PlayerPhysics\n");
325 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
327 PM_dodging_checkpressedkeys();