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);
//disable jump key during dodge accel phase
if (self.movement_z > 0) self.movement_z = 0;
- self.velocity =
- self.velocity
+ self.velocity =
+ self.velocity
+ ((self.dodging_direction_y * velocity_difference) * v_right)
+ ((self.dodging_direction_x * velocity_difference) * v_forward);
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)
tap_direction_x = 0;
tap_direction_y = 0;
-
+
float frozen_dodging;
frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
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) {
// 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 ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
tap_direction_x = 1.0;
dodge_detected = 1;
}
// is this a state change?
if (!(self.pressedkeys & KEY_BACKWARD) || frozen_dodging) {
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;
// is this a state change?
if (!(self.pressedkeys & KEY_RIGHT) || frozen_dodging) {
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;
// is this a state change?
if (!(self.pressedkeys & KEY_LEFT) || frozen_dodging) {
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;