2 .float cvar_cl_dodging_timeout;
5 // these are used to store the last key press time for each of the keys..
6 .float last_FORWARD_KEY_time;
7 .float last_BACKWARD_KEY_time;
8 .float last_LEFT_KEY_time;
9 .float last_RIGHT_KEY_time;
11 // these store the movement direction at the time of the dodge action happening.
12 .float dodging_direction_x;
13 .float dodging_direction_y;
15 // this indicates the last time a dodge was executed. used to check if another one is allowed
16 // and to ramp up the dodge acceleration in the physics hook.
17 .float last_dodging_time;
19 // This is the velocity gain to be added over the ramp time.
20 // It will decrease from frame to frame during dodging_action = 1
22 .float dodging_velocity_gain;
24 MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
25 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
29 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
30 // print("dodging_PlayerPhysics\n");
33 float new_velocity_gain;
34 float velocity_difference;
35 float clean_up_and_do_nothing;
37 if (self.deadflag != DEAD_NO)
40 new_velocity_gain = 0;
41 clean_up_and_do_nothing = 0;
44 clean_up_and_do_nothing = 1;
46 // when swimming, no dodging allowed..
47 if (self.waterlevel >= WATERLEVEL_SWIMMING)
48 clean_up_and_do_nothing = 1;
50 if (clean_up_and_do_nothing != 0) {
51 self.dodging_action = 0;
52 self.dodging_direction_x = 0;
53 self.dodging_direction_y = 0;
57 // make sure v_up, v_right and v_forward are sane
58 makevectors(self.angles);
60 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
61 // will be called ramp_time/frametime times = 2 times. so, we need to
62 // add 0.5 * the total speed each frame until the dodge action is done..
63 common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
65 // if ramp time is smaller than frametime we get problems ;D
66 if (common_factor > 1)
69 new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
70 if (new_velocity_gain < 0)
71 new_velocity_gain = 0;
73 velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
75 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
76 if (self.dodging_action == 1) {
77 //disable jump key during dodge accel phase
78 if (self.movement_z > 0) self.movement_z = 0;
82 + ((self.dodging_direction_y * velocity_difference) * v_right)
83 + ((self.dodging_direction_x * velocity_difference) * v_forward);
85 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
88 // the up part of the dodge is a single shot action
89 if (self.dodging_single_action == 1) {
90 self.flags &~= FL_ONGROUND;
94 + (autocvar_sv_dodging_up_speed * v_up);
96 if (autocvar_sv_dodging_sound == 1)
97 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
99 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
101 self.dodging_single_action = 0;
104 // are we done with the dodging ramp yet?
105 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
107 // reset state so next dodge can be done correctly
108 self.dodging_action = 0;
109 self.dodging_direction_x = 0;
110 self.dodging_direction_y = 0;
117 // returns 1 if the player is close to a wall
118 float check_close_to_wall(float threshold) {
119 if (autocvar_sv_dodging_wall_dodging == 0)
125 trace_start = self.origin;
127 trace_end = self.origin + (1000*v_right);
128 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
129 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
132 trace_end = self.origin - (1000*v_right);
133 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
134 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
137 trace_end = self.origin + (1000*v_forward);
138 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
139 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
142 trace_end = self.origin - (1000*v_forward);
143 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
144 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
150 float check_close_to_ground(float threshold) {
151 if (self.flags & FL_ONGROUND)
158 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
159 // print("dodging_PlayerPhysics\n");
162 float tap_direction_x;
163 float tap_direction_y;
168 float dodge_detected;
174 // first check if the last dodge is far enough back in time so we can dodge again
175 if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
178 if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
179 && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
182 if (self.movement_x > 0) {
183 // is this a state change?
184 if (!(self.pressedkeys & KEY_FORWARD)) {
185 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
186 tap_direction_x = 1.0;
189 self.last_FORWARD_KEY_time = time;
193 if (self.movement_x < 0) {
194 // is this a state change?
195 if (!(self.pressedkeys & KEY_BACKWARD)) {
196 tap_direction_x = -1.0;
197 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
200 self.last_BACKWARD_KEY_time = time;
204 if (self.movement_y > 0) {
205 // is this a state change?
206 if (!(self.pressedkeys & KEY_RIGHT)) {
207 tap_direction_y = 1.0;
208 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
211 self.last_RIGHT_KEY_time = time;
215 if (self.movement_y < 0) {
216 // is this a state change?
217 if (!(self.pressedkeys & KEY_LEFT)) {
218 tap_direction_y = -1.0;
219 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
222 self.last_LEFT_KEY_time = time;
226 if (dodge_detected == 1) {
227 self.last_dodging_time = time;
229 self.dodging_action = 1;
230 self.dodging_single_action = 1;
232 self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
234 self.dodging_direction_x = tap_direction_x;
235 self.dodging_direction_y = tap_direction_y;
237 // normalize the dodging_direction vector.. (unlike UT99) XD
238 length = self.dodging_direction_x * self.dodging_direction_x;
239 length = length + self.dodging_direction_y * self.dodging_direction_y;
240 length = sqrt(length);
242 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
243 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
249 MUTATOR_DEFINITION(mutator_dodging)
251 // we need to be called before GetPressedKey does its thing so we can
252 // detect state changes and therefore dodging actions..
253 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
255 // in the physics hook we actually implement the dodge..
256 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
258 // get timeout information from the client, so the client can configure it..
259 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
261 // this just turns on the cvar.
267 // this just turns off the cvar.
268 MUTATOR_ONROLLBACK_OR_REMOVE