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;
36 float horiz_speed = autocvar_sv_dodging_horiz_speed;
39 horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
41 if (self.deadflag != DEAD_NO)
44 new_velocity_gain = 0;
45 clean_up_and_do_nothing = 0;
48 clean_up_and_do_nothing = 1;
50 // when swimming, no dodging allowed..
51 if (self.waterlevel >= WATERLEVEL_SWIMMING)
52 clean_up_and_do_nothing = 1;
54 if (clean_up_and_do_nothing != 0) {
55 self.dodging_action = 0;
56 self.dodging_direction_x = 0;
57 self.dodging_direction_y = 0;
61 // make sure v_up, v_right and v_forward are sane
62 makevectors(self.angles);
64 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
65 // will be called ramp_time/frametime times = 2 times. so, we need to
66 // add 0.5 * the total speed each frame until the dodge action is done..
67 common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
69 // if ramp time is smaller than frametime we get problems ;D
70 if (common_factor > 1)
73 new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
74 if (new_velocity_gain < 0)
75 new_velocity_gain = 0;
77 velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
79 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
80 if (self.dodging_action == 1) {
81 //disable jump key during dodge accel phase
82 if (self.movement_z > 0) self.movement_z = 0;
86 + ((self.dodging_direction_y * velocity_difference) * v_right)
87 + ((self.dodging_direction_x * velocity_difference) * v_forward);
89 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
92 // the up part of the dodge is a single shot action
93 if (self.dodging_single_action == 1) {
94 self.flags &= ~FL_ONGROUND;
98 + (autocvar_sv_dodging_up_speed * v_up);
100 if (autocvar_sv_dodging_sound == 1)
101 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
103 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
105 self.dodging_single_action = 0;
108 // are we done with the dodging ramp yet?
109 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
111 // reset state so next dodge can be done correctly
112 self.dodging_action = 0;
113 self.dodging_direction_x = 0;
114 self.dodging_direction_y = 0;
121 // returns 1 if the player is close to a wall
122 float check_close_to_wall(float threshold) {
123 if (autocvar_sv_dodging_wall_dodging == 0)
129 trace_start = self.origin;
131 trace_end = self.origin + (1000*v_right);
132 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
133 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
136 trace_end = self.origin - (1000*v_right);
137 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
138 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
141 trace_end = self.origin + (1000*v_forward);
142 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
143 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
146 trace_end = self.origin - (1000*v_forward);
147 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
148 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
154 float check_close_to_ground(float threshold) {
155 if (self.flags & FL_ONGROUND)
162 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
163 // print("dodging_PlayerPhysics\n");
166 float tap_direction_x;
167 float tap_direction_y;
172 float frozen_dodging, frozen_no_doubletap;
173 frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
174 frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
176 float dodge_detected;
182 // first check if the last dodge is far enough back in time so we can dodge again
183 if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
186 if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
187 && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
190 if (self.movement_x > 0) {
191 // is this a state change?
192 if (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
193 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
194 tap_direction_x = 1.0;
197 self.last_FORWARD_KEY_time = time;
201 if (self.movement_x < 0) {
202 // is this a state change?
203 if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
204 tap_direction_x = -1.0;
205 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
208 self.last_BACKWARD_KEY_time = time;
212 if (self.movement_y > 0) {
213 // is this a state change?
214 if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
215 tap_direction_y = 1.0;
216 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
219 self.last_RIGHT_KEY_time = time;
223 if (self.movement_y < 0) {
224 // is this a state change?
225 if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
226 tap_direction_y = -1.0;
227 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
230 self.last_LEFT_KEY_time = time;
234 if (dodge_detected == 1) {
235 self.last_dodging_time = time;
237 self.dodging_action = 1;
238 self.dodging_single_action = 1;
240 self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
242 self.dodging_direction_x = tap_direction_x;
243 self.dodging_direction_y = tap_direction_y;
245 // normalize the dodging_direction vector.. (unlike UT99) XD
246 length = self.dodging_direction_x * self.dodging_direction_x;
247 length = length + self.dodging_direction_y * self.dodging_direction_y;
248 length = sqrt(length);
250 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
251 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
257 MUTATOR_DEFINITION(mutator_dodging)
259 // we need to be called before GetPressedKey does its thing so we can
260 // detect state changes and therefore dodging actions..
261 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
263 // in the physics hook we actually implement the dodge..
264 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
266 // get timeout information from the client, so the client can configure it..
267 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
269 // this just turns on the cvar.
275 // this just turns off the cvar.
276 MUTATOR_ONROLLBACK_OR_REMOVE