]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_dodging.qc
Move dodging macros into mutator
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_dodging.qc
index b979ee0642e55798771035fdf23a774837386023..203d19b4de6d73c0fca14df17386c594fb6274ac 100644 (file)
@@ -1,6 +1,58 @@
+#ifdef CSQC
+       #define PHYS_DODGING_FRAMETIME                          (1 / frametime <= 0 ? 60 : frametime)
+       #define PHYS_DODGING                                            getstati(STAT_DODGING)
+       #define PHYS_DODGING_DELAY                                      getstatf(STAT_DODGING_DELAY)
+       #define PHYS_DODGING_TIMEOUT(s)                         getstatf(STAT_DODGING_TIMEOUT)
+       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
+       #define PHYS_DODGING_FROZEN_NODOUBLETAP         getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
+       #define PHYS_DODGING_HORIZ_SPEED                        getstatf(STAT_DODGING_HORIZ_SPEED)
+       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
+       #define PHYS_DODGING_HEIGHT_THRESHOLD           getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
+       #define PHYS_DODGING_DISTANCE_THRESHOLD         getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
+       #define PHYS_DODGING_RAMP_TIME                          getstatf(STAT_DODGING_RAMP_TIME)
+       #define PHYS_DODGING_UP_SPEED                           getstatf(STAT_DODGING_UP_SPEED)
+       #define PHYS_DODGING_WALL                                       getstatf(STAT_DODGING_WALL)
+#elif defined(SVQC)
+       #define PHYS_DODGING_FRAMETIME                          sys_frametime
+       #define PHYS_DODGING                                            g_dodging
+       #define PHYS_DODGING_DELAY                                      autocvar_sv_dodging_delay
+       #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
+       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         autocvar_sv_dodging_horiz_speed_frozen
+       #define PHYS_DODGING_FROZEN_NODOUBLETAP         autocvar_sv_dodging_frozen_doubletap
+       #define PHYS_DODGING_HORIZ_SPEED                        autocvar_sv_dodging_horiz_speed
+       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
+       #define PHYS_DODGING_HEIGHT_THRESHOLD           autocvar_sv_dodging_height_threshold
+       #define PHYS_DODGING_DISTANCE_THRESHOLD         autocvar_sv_dodging_wall_distance_threshold
+       #define PHYS_DODGING_RAMP_TIME                          autocvar_sv_dodging_ramp_time
+       #define PHYS_DODGING_UP_SPEED                           autocvar_sv_dodging_up_speed
+       #define PHYS_DODGING_WALL                                       autocvar_sv_dodging_wall_dodging
+#endif
+
+#ifdef SVQC
 
 .float cvar_cl_dodging_timeout;
 
+.float stat_dodging;
+.float stat_dodging_timeout;
+.float stat_dodging_delay;
+.float stat_dodging_horiz_speed_frozen;
+.float stat_dodging_frozen_nodoubletap;
+.float stat_dodging_frozen;
+.float stat_dodging_horiz_speed;
+.float stat_dodging_height_threshold;
+.float stat_dodging_distance_threshold;
+.float stat_dodging_ramp_time;
+.float stat_dodging_up_speed;
+.float stat_dodging_wall;
+
+#endif
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
 
 // these are used to store the last key press time for each of the keys..
 .float last_FORWARD_KEY_time;
 // until it's 0.
 .float dodging_velocity_gain;
 
-MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
-       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-       return 0;
-}
+#ifdef CSQC
+.float pressedkeys;
 
-MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
-       // print("dodging_PlayerPhysics\n");
+#elif defined(SVQC)
 
-       float common_factor;
-       float new_velocity_gain;
-       float velocity_difference;
-       float clean_up_and_do_nothing;
-       float horiz_speed = autocvar_sv_dodging_horiz_speed;
-       
-       if(self.frozen)
-               horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
-
-    if (self.deadflag != DEAD_NO)
-        return 0;
-
-       new_velocity_gain = 0;
-       clean_up_and_do_nothing = 0;
-
-       if (g_dodging == 0)
-               clean_up_and_do_nothing = 1;
+void dodging_UpdateStats()
+{
+       self.stat_dodging = PHYS_DODGING;
+       self.stat_dodging_delay = PHYS_DODGING_DELAY;
+       self.stat_dodging_timeout = PHYS_DODGING_TIMEOUT(self);
+       self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+       self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
+       self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
+       self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
+       self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
+       self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
+       self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
+       self.stat_dodging_wall = PHYS_DODGING_WALL;
+}
 
-       // when swimming, no dodging allowed..
-       if (self.waterlevel >= WATERLEVEL_SWIMMING)
-               clean_up_and_do_nothing = 1;
+void dodging_Initialize()
+{
+       addstat(STAT_DODGING, AS_INT, stat_dodging);
+       addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
+       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)
+       addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
+       addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
+       addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+       addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
+       addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
+       addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
+       addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
+       addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
+       addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
+}
 
-       if (clean_up_and_do_nothing != 0) {
-               self.dodging_action = 0;
-               self.dodging_direction_x = 0;
-               self.dodging_direction_y = 0;
-               return 0;
+#endif
+#ifdef CSQC
+// instantly updates pressed keys, for use with dodging (may be out of date, but we can't care)
+void PM_dodging_updatepressedkeys()
+{
+       if (PHYS_INPUT_MOVEVALUES(self)_x > 0) // get if movement keys are pressed
+       {       // forward key pressed
+               self.pressedkeys |= KEY_FORWARD;
+               self.pressedkeys &= ~KEY_BACKWARD;
        }
-
-       // make sure v_up, v_right and v_forward are sane
-       makevectors(self.angles);
-
-       // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code 
-       // will be called ramp_time/frametime times = 2 times. so, we need to 
-       // add 0.5 * the total speed each frame until the dodge action is done..
-       common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
-
-       // if ramp time is smaller than frametime we get problems ;D
-       if (common_factor > 1) 
-               common_factor = 1;
-
-       new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
-       if (new_velocity_gain < 0)
-               new_velocity_gain = 0;
-
-       velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
-
-       // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
-       if (self.dodging_action == 1) {
-               //disable jump key during dodge accel phase
-               if (self.movement_z > 0) self.movement_z = 0;
-
-               self.velocity = 
-                         self.velocity 
-                       + ((self.dodging_direction_y * velocity_difference) * v_right)
-                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
-
-               self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
+       else if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
+       {       // backward key pressed
+               self.pressedkeys |= KEY_BACKWARD;
+               self.pressedkeys &= ~KEY_FORWARD;
        }
-
-       // the up part of the dodge is a single shot action
-       if (self.dodging_single_action == 1) {
-               self.flags &= ~FL_ONGROUND;
-
-               self.velocity = 
-                         self.velocity 
-                       + (autocvar_sv_dodging_up_speed * v_up);
-
-               if (autocvar_sv_dodging_sound == 1)
-                       PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
-               animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
-
-               self.dodging_single_action = 0;
+       else
+       {       // no x input
+               self.pressedkeys &= ~KEY_FORWARD;
+               self.pressedkeys &= ~KEY_BACKWARD;
        }
 
-       // are we done with the dodging ramp yet?
-       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
-       {
-               // reset state so next dodge can be done correctly
-               self.dodging_action = 0;
-               self.dodging_direction_x = 0;
-               self.dodging_direction_y = 0;
+       if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
+       {       // right key pressed
+               self.pressedkeys |= KEY_RIGHT;
+               self.pressedkeys &= ~KEY_LEFT;
+       }
+       else if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
+       {       // left key pressed
+               self.pressedkeys |= KEY_LEFT;
+               self.pressedkeys &= ~KEY_RIGHT;
+       }
+       else
+       {       // no y input
+               self.pressedkeys &= ~KEY_RIGHT;
+               self.pressedkeys &= ~KEY_LEFT;
        }
 
-       return 0;
+       if (PHYS_INPUT_BUTTONS(self) & 2) // get if jump and crouch keys are pressed
+               self.pressedkeys |= KEY_JUMP;
+       else
+               self.pressedkeys &= ~KEY_JUMP;
+       if (PHYS_INPUT_BUTTONS(self) & 16)
+               self.pressedkeys |= KEY_CROUCH;
+       else
+               self.pressedkeys &= ~KEY_CROUCH;
+
+       if (PHYS_INPUT_BUTTONS(self) & 1)
+               self.pressedkeys |= KEY_ATCK;
+       else
+               self.pressedkeys &= ~KEY_ATCK;
+       if (PHYS_INPUT_BUTTONS(self) & 4)
+               self.pressedkeys |= KEY_ATCK2;
+       else
+               self.pressedkeys &= ~KEY_ATCK2;
 }
-
+#endif
 
 // returns 1 if the player is close to a wall
-float check_close_to_wall(float threshold) {
-       if (autocvar_sv_dodging_wall_dodging == 0)
-               return 0;
+float check_close_to_wall(float threshold)
+{
+       if (PHYS_DODGING_WALL == 0) { return FALSE; }
 
        vector trace_start;
        vector trace_end;
@@ -131,36 +179,37 @@ float check_close_to_wall(float threshold) {
        trace_end = self.origin + (1000*v_right);
        tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return TRUE;
 
        trace_end = self.origin - (1000*v_right);
        tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return TRUE;
 
        trace_end = self.origin + (1000*v_forward);
        tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return TRUE;
 
        trace_end = self.origin - (1000*v_forward);
        tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return TRUE;
 
-       return 0;
+       return FALSE;
 }
 
-float check_close_to_ground(float threshold) {
-       if (self.flags & FL_ONGROUND)
-               return 1;
+float check_close_to_ground(float threshold)
+{
+       if (IS_ONGROUND(self))
+               return TRUE;
 
-       return 0;
+       return FALSE;
 }
 
-
-MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
-       // print("dodging_PlayerPhysics\n");
+void PM_dodging_checkpressedkeys()
+{
+       if(!PHYS_DODGING) { return; }
 
        float length;
        float tap_direction_x;
@@ -168,28 +217,30 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
 
        tap_direction_x = 0;
        tap_direction_y = 0;
-       
-       float frozen_dodging;
-       frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
 
-       float dodge_detected;
-       if (g_dodging == 0)
-               return 0;
+       float frozen_dodging, frozen_no_doubletap;
+       frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+       frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
 
-       dodge_detected = 0;
+       float dodge_detected = 0;
 
        // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
-               return 0;
+       if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
+               return;
+
+       makevectors(PHYS_WORLD_ANGLES(self));
 
-       if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1 
-               && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
-               return 0;
+       if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+               && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+               return;
 
-       if (self.movement_x > 0) {
+       if (PHYS_INPUT_MOVEVALUES(self)_x > 0)
+       {
                // is this a state change?
-               if (!(self.pressedkeys & KEY_FORWARD) || frozen_dodging) {
-                       if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { 
+               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_FORWARD) || frozen_no_doubletap)
+               {
+                       if ((time - self.last_FORWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+                       {
                                tap_direction_x = 1.0;
                                dodge_detected = 1;
                        }
@@ -197,46 +248,56 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
                }
        }
 
-       if (self.movement_x < 0) {
+       if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
+       {
                // is this a state change?
-               if (!(self.pressedkeys & KEY_BACKWARD) || frozen_dodging) {
+               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_BACKWARD) || frozen_no_doubletap)
+               {
                        tap_direction_x = -1.0;
-                       if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        { 
+                       if ((time - self.last_BACKWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+                       {
                                dodge_detected = 1;
                        }
                        self.last_BACKWARD_KEY_time = time;
                }
        }
 
-       if (self.movement_y > 0) {
+       if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
+       {
                // is this a state change?
-               if (!(self.pressedkeys & KEY_RIGHT) || frozen_dodging) {
+               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_RIGHT) || frozen_no_doubletap)
+               {
                        tap_direction_y = 1.0;
-                       if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   { 
+                       if ((time - self.last_RIGHT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+                       {
                                dodge_detected = 1;
                        }
                        self.last_RIGHT_KEY_time = time;
                }
        }
 
-       if (self.movement_y < 0) {
+       if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
+       {
                // is this a state change?
-               if (!(self.pressedkeys & KEY_LEFT) || frozen_dodging) {
+               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_LEFT) || frozen_no_doubletap)
+               {
                        tap_direction_y = -1.0;
-                       if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    { 
+                       if ((time - self.last_LEFT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+                       {
                                dodge_detected = 1;
                        }
                        self.last_LEFT_KEY_time = time;
                }
        }
 
-       if (dodge_detected == 1) {
+       if (dodge_detected == 1)
+       {
                self.last_dodging_time = time;
 
                self.dodging_action = 1;
                self.dodging_single_action = 1;
 
-               self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
+               self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
 
                self.dodging_direction_x = tap_direction_x;
                self.dodging_direction_y = tap_direction_y;
@@ -250,7 +311,132 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
                self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
        }
 
-       return 0;
+#ifdef CSQC
+       PM_dodging_updatepressedkeys();
+#endif
+}
+
+void PM_dodging()
+{
+       if(!PHYS_DODGING) { return; }
+
+       float common_factor;
+       float new_velocity_gain;
+       float velocity_difference;
+       float clean_up_and_do_nothing;
+       float horiz_speed = PHYS_DODGING_HORIZ_SPEED;
+
+#ifdef SVQC
+       dodging_UpdateStats();
+#endif
+
+       if(PHYS_FROZEN(self))
+               horiz_speed = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+
+    if(PHYS_DEAD(self))
+        return;
+
+       new_velocity_gain = 0;
+       clean_up_and_do_nothing = 0;
+
+       // when swimming, no dodging allowed..
+       if (self.waterlevel >= WATERLEVEL_SWIMMING)
+               clean_up_and_do_nothing = 1;
+
+       if (clean_up_and_do_nothing != 0)
+       {
+               self.dodging_action = 0;
+               self.dodging_direction_x = 0;
+               self.dodging_direction_y = 0;
+               return;
+       }
+
+       // make sure v_up, v_right and v_forward are sane
+       makevectors(PHYS_WORLD_ANGLES(self));
+
+       // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
+       // will be called ramp_time/frametime times = 2 times. so, we need to
+       // add 0.5 * the total speed each frame until the dodge action is done..
+       common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
+
+       // if ramp time is smaller than frametime we get problems ;D
+       if (common_factor > 1)
+               common_factor = 1;
+
+       new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
+       if (new_velocity_gain < 0)
+               new_velocity_gain = 0;
+
+       velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+
+       // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
+       if (self.dodging_action == 1)
+       {
+               //disable jump key during dodge accel phase
+               if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_z = 0; }
+
+               self.velocity =
+                         self.velocity
+                       + ((self.dodging_direction_y * velocity_difference) * v_right)
+                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
+
+               self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
+       }
+
+       // the up part of the dodge is a single shot action
+       if (self.dodging_single_action == 1)
+       {
+               UNSET_ONGROUND(self);
+
+               self.velocity =
+                         self.velocity
+                       + (PHYS_DODGING_UP_SPEED * v_up);
+
+#ifdef SVQC
+               if (autocvar_sv_dodging_sound == 1)
+                       PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+
+               animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+#endif
+
+               self.dodging_single_action = 0;
+       }
+
+       // are we done with the dodging ramp yet?
+       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
+       {
+               // reset state so next dodge can be done correctly
+               self.dodging_action = 0;
+               self.dodging_direction_x = 0;
+               self.dodging_direction_y = 0;
+       }
+
+#ifdef CSQC
+       PM_dodging_checkpressedkeys();
+#endif
+}
+
+#ifdef SVQC
+
+MUTATOR_HOOKFUNCTION(dodging_GetCvars)
+{
+       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
+       return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
+{
+       // print("dodging_PlayerPhysics\n");
+       PM_dodging();
+
+       return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
+{
+       PM_dodging_checkpressedkeys();
+
+       return FALSE;
 }
 
 MUTATOR_DEFINITION(mutator_dodging)
@@ -268,7 +454,8 @@ MUTATOR_DEFINITION(mutator_dodging)
        // this just turns on the cvar.
        MUTATOR_ONADD
        {
-               g_dodging = 1;
+               g_dodging = cvar("g_dodging");
+               dodging_Initialize();
        }
 
        // this just turns off the cvar.
@@ -277,9 +464,6 @@ MUTATOR_DEFINITION(mutator_dodging)
                g_dodging = 0;
        }
 
-       MUTATOR_ONREMOVE
-       {
-       }
-
-       return 0;
+       return FALSE;
 }
+#endif