.float last_RIGHT_KEY_time;
// these store the movement direction at the time of the dodge action happening.
-.float dodging_direction_x;
-.float dodging_direction_y;
+.vector dodging_direction;
// this indicates the last time a dodge was executed. used to check if another one is allowed
// and to ramp up the dodge acceleration in the physics hook.
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;
// 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
+ // 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)
+ if (common_factor > 1)
common_factor = 1;
new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
// 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;
+ 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.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;
}
if (self.dodging_single_action == 1) {
self.flags &= ~FL_ONGROUND;
- self.velocity =
- self.velocity
+ 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);
+ animdecide_setaction(self, ANIMACTION_JUMP, true);
self.dodging_single_action = 0;
}
trace_start = self.origin;
trace_end = self.origin + (1000*v_right);
- tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
return 1;
trace_end = self.origin - (1000*v_right);
- tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
return 1;
trace_end = self.origin + (1000*v_forward);
- tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
return 1;
trace_end = self.origin - (1000*v_forward);
- tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
return 1;
// print("dodging_PlayerPhysics\n");
float length;
- float tap_direction_x;
- float tap_direction_y;
+ vector tap_direction = '0 0 0';
- tap_direction_x = 0;
- tap_direction_y = 0;
-
- float frozen_dodging;
+ float frozen_dodging, frozen_no_doubletap;
frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
+ frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
float dodge_detected;
if (g_dodging == 0)
if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
return 0;
- if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
+ 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 (self.movement_x > 0) {
+ if (self.movement.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 (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
+ if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
tap_direction_x = 1.0;
dodge_detected = 1;
}
}
}
- if (self.movement_x < 0) {
+ if (self.movement.x < 0) {
// is this a state change?
- if (!(self.pressedkeys & KEY_BACKWARD) || frozen_dodging) {
+ if (!(self.pressedkeys & 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) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
}
self.last_BACKWARD_KEY_time = time;
}
}
- if (self.movement_y > 0) {
+ if (self.movement.y > 0) {
// is this a state change?
- if (!(self.pressedkeys & KEY_RIGHT) || frozen_dodging) {
+ if (!(self.pressedkeys & 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) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
}
self.last_RIGHT_KEY_time = time;
}
}
- if (self.movement_y < 0) {
+ if (self.movement.y < 0) {
// is this a state change?
- if (!(self.pressedkeys & KEY_LEFT) || frozen_dodging) {
+ if (!(self.pressedkeys & 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) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
}
self.last_LEFT_KEY_time = time;
self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
- self.dodging_direction_x = tap_direction_x;
- self.dodging_direction_y = tap_direction_y;
+ self.dodging_direction_x = tap_direction.x;
+ self.dodging_direction_y = tap_direction.y;
// normalize the dodging_direction vector.. (unlike UT99) XD
- length = self.dodging_direction_x * self.dodging_direction_x;
- length = length + self.dodging_direction_y * self.dodging_direction_y;
+ length = self.dodging_direction.x * self.dodging_direction.x;
+ length = length + self.dodging_direction.y * self.dodging_direction.y;
length = sqrt(length);
- self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
- self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
+ self.dodging_direction_x = self.dodging_direction.x * 1.0/length;
+ self.dodging_direction_y = self.dodging_direction.y * 1.0/length;
}
return 0;