2 // these are used to store the last key press time for each of the keys..
3 .float last_FORWARD_KEY_time;
4 .float last_BACKWARD_KEY_time;
5 .float last_LEFT_KEY_time;
6 .float last_RIGHT_KEY_time;
8 // these store the movement direction at the time of the dodge action happening.
9 .float dodging_direction_x;
10 .float dodging_direction_y;
12 // this indicates the last time a dodge was executed. used to check if another one is allowed
13 // and to ramp up the dodge acceleration in the physics hook.
14 .float last_dodging_time;
16 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
17 .float dodging_action;
19 void dodging_Initialize() {
20 self.last_FORWARD_KEY_time = 0;
21 self.last_BACKWARD_KEY_time = 0;
22 self.last_RIGHT_KEY_time = 0;
23 self.last_LEFT_KEY_time = 0;
24 self.last_dodging_time = 0;
25 self.dodging_action = 0;
26 self.dodging_direction_x = 0;
27 self.dodging_direction_y = 0;
30 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
31 // print("physics hook\n");
35 // ramp up dodging speed by adding some velocity each frame..
36 if (self.dodging_action == 1) {
37 self.velocity = self.velocity + self.dodging_direction_y * (cvar("sv_dodging_horiz_speed") * v_right) + self.dodging_direction_x * (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);
38 self.dodging_action = 0;
41 // are we done with the dodging ramp yet?
42 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
43 self.dodging_action = 0;
48 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
50 //print("dodging_hook\n");
55 self.dodging_direction_x = 0;
56 self.dodging_direction_y = 0;
57 if (self.movement_x > 0) // get if movement keys are pressed
58 { // forward key pressed
59 if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change?
61 ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
62 (self.lastflags & FL_ONGROUND) &&
63 ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
64 ) { // are we allowed to dodge?
65 self.dodging_action = 1;
66 self.dodging_direction_x = 1;
67 self.last_dodging_time = time;
69 self.last_FORWARD_KEY_time = time;
73 if (self.movement_x < 0) // get if movement keys are pressed
74 { // forward key pressed
75 if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change?
77 ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
78 (self.lastflags & FL_ONGROUND) &&
79 ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
80 ) { // are we allowed to dodge?
81 self.dodging_action = 1;
82 self.dodging_direction_x = -1;
83 self.last_dodging_time = time;
85 self.last_BACKWARD_KEY_time = time;
89 // normalize the dodging_direction vector..
90 length += self.dodging_direction_x * self.dodging_direction_x;
91 length += self.dodging_direction_y * self.dodging_direction_y;
92 length = sqrt(length);
94 self.dodging_direction_x *= 1/length;
95 self.dodging_direction_y *= 1/length;
100 MUTATOR_DEFINITION(dodging)
102 // we need to be called before GetPressedKey does its thing so we can
103 // detect state changes and therefore dodging actions..
104 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
106 // in the physics hook we actually implement the dodge..
107 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
109 // this just turns on the cvar. TODO: implement :D
113 dodging_Initialize();
116 // this just turns off the cvar. TODO: implement :D