2 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
3 #define PHYS_DODGING getstati(STAT_DODGING)
4 #define PHYS_DODGING_DELAY getstatf(STAT_DODGING_DELAY)
5 #define PHYS_DODGING_TIMEOUT(s) getstatf(STAT_DODGING_TIMEOUT)
6 #define PHYS_DODGING_HORIZ_SPEED_FROZEN getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
7 #define PHYS_DODGING_FROZEN_NODOUBLETAP getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
8 #define PHYS_DODGING_HORIZ_SPEED getstatf(STAT_DODGING_HORIZ_SPEED)
9 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
10 #define PHYS_DODGING_HEIGHT_THRESHOLD getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
11 #define PHYS_DODGING_DISTANCE_THRESHOLD getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
12 #define PHYS_DODGING_RAMP_TIME getstatf(STAT_DODGING_RAMP_TIME)
13 #define PHYS_DODGING_UP_SPEED getstatf(STAT_DODGING_UP_SPEED)
14 #define PHYS_DODGING_WALL getstatf(STAT_DODGING_WALL)
16 #define PHYS_DODGING_FRAMETIME sys_frametime
17 #define PHYS_DODGING g_dodging
18 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
19 #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
20 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
21 #define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
22 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
23 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
24 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
25 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
26 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
27 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
28 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
33 .float cvar_cl_dodging_timeout;
36 .float stat_dodging_delay;
37 .float stat_dodging_horiz_speed_frozen;
38 .float stat_dodging_frozen_nodoubletap;
39 .float stat_dodging_frozen;
40 .float stat_dodging_horiz_speed;
41 .float stat_dodging_height_threshold;
42 .float stat_dodging_distance_threshold;
43 .float stat_dodging_ramp_time;
44 .float stat_dodging_up_speed;
45 .float stat_dodging_wall;
49 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
50 .float dodging_action;
52 // the jump part of the dodge cannot be ramped
53 .float dodging_single_action;
56 // these are used to store the last key press time for each of the keys..
57 .float last_FORWARD_KEY_time;
58 .float last_BACKWARD_KEY_time;
59 .float last_LEFT_KEY_time;
60 .float last_RIGHT_KEY_time;
62 // these store the movement direction at the time of the dodge action happening.
63 .vector dodging_direction;
65 // this indicates the last time a dodge was executed. used to check if another one is allowed
66 // and to ramp up the dodge acceleration in the physics hook.
67 .float last_dodging_time;
69 // This is the velocity gain to be added over the ramp time.
70 // It will decrease from frame to frame during dodging_action = 1
72 .float dodging_velocity_gain;
79 void dodging_UpdateStats()
81 self.stat_dodging = PHYS_DODGING;
82 self.stat_dodging_delay = PHYS_DODGING_DELAY;
83 self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
84 self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
85 self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
86 self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
87 self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
88 self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
89 self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
90 self.stat_dodging_wall = PHYS_DODGING_WALL;
93 void dodging_Initialize()
95 addstat(STAT_DODGING, AS_INT, stat_dodging);
96 addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
97 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)
98 addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
99 addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
100 addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
101 addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
102 addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
103 addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
104 addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
105 addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
106 addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
111 // returns 1 if the player is close to a wall
112 float check_close_to_wall(float threshold)
114 if (PHYS_DODGING_WALL == 0) { return false; }
117 tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
118 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
129 float check_close_to_ground(float threshold)
131 return IS_ONGROUND(self) ? true : false;
134 float PM_dodging_checkpressedkeys()
139 float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
140 float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
142 // first check if the last dodge is far enough back in time so we can dodge again
143 if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
146 makevectors(PHYS_WORLD_ANGLES(self));
148 if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
149 && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
152 float tap_direction_x = 0;
153 float tap_direction_y = 0;
154 float dodge_detected = 0;
156 #define X(COND,BTN,RESULT) \
157 if (PHYS_INPUT_MOVEVALUES(self)_##COND) \
158 /* is this a state change? */ \
159 if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
160 tap_direction_##RESULT; \
161 if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
162 dodge_detected = 1; \
163 self.last_##BTN##_KEY_time = time; \
165 X(x < 0, BACKWARD, x--);
166 X(x > 0, FORWARD, x++);
168 X(y > 0, RIGHT, y++);
171 if (dodge_detected == 1)
173 self.last_dodging_time = time;
175 self.dodging_action = 1;
176 self.dodging_single_action = 1;
178 self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
180 self.dodging_direction_x = tap_direction_x;
181 self.dodging_direction_y = tap_direction_y;
183 // normalize the dodging_direction vector.. (unlike UT99) XD
184 float length = self.dodging_direction_x * self.dodging_direction_x
185 + self.dodging_direction_y * self.dodging_direction_y;
186 length = sqrt(length);
188 self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
189 self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
201 dodging_UpdateStats();
207 // when swimming, no dodging allowed..
208 if (self.waterlevel >= WATERLEVEL_SWIMMING)
210 self.dodging_action = 0;
211 self.dodging_direction_x = 0;
212 self.dodging_direction_y = 0;
216 // make sure v_up, v_right and v_forward are sane
217 makevectors(PHYS_WORLD_ANGLES(self));
219 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
220 // will be called ramp_time/frametime times = 2 times. so, we need to
221 // add 0.5 * the total speed each frame until the dodge action is done..
222 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
224 // if ramp time is smaller than frametime we get problems ;D
225 common_factor = min(common_factor, 1);
227 float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
228 float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
229 new_velocity_gain = max(0, new_velocity_gain);
231 float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
233 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
234 if (self.dodging_action == 1)
236 //disable jump key during dodge accel phase
237 if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_z = 0; }
239 self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
240 + ((self.dodging_direction_x * velocity_difference) * v_forward);
242 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
245 // the up part of the dodge is a single shot action
246 if (self.dodging_single_action == 1)
248 UNSET_ONGROUND(self);
250 self.velocity += PHYS_DODGING_UP_SPEED * v_up;
253 if (autocvar_sv_dodging_sound == 1)
254 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
256 animdecide_setaction(self, ANIMACTION_JUMP, true);
259 self.dodging_single_action = 0;
262 // are we done with the dodging ramp yet?
263 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
265 // reset state so next dodge can be done correctly
266 self.dodging_action = 0;
267 self.dodging_direction_x = 0;
268 self.dodging_direction_y = 0;
274 MUTATOR_HOOKFUNCTION(dodging_GetCvars)
276 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
280 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
282 // print("dodging_PlayerPhysics\n");
288 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
290 PM_dodging_checkpressedkeys();
295 MUTATOR_DEFINITION(mutator_dodging)
297 // we need to be called before GetPressedKey does its thing so we can
298 // detect state changes and therefore dodging actions..
299 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
301 // in the physics hook we actually implement the dodge..
302 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
304 // get timeout information from the client, so the client can configure it..
305 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
307 // this just turns on the cvar.
310 g_dodging = cvar("g_dodging");
311 dodging_Initialize();
314 // this just turns off the cvar.
315 MUTATOR_ONROLLBACK_OR_REMOVE