X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fmutators%2Fmutator_dodging.qc;h=3b193c163c9d61ea0cce471f7df999bdd0139323;hb=5512b88b705f29dcf9576cb06cc87a5219bbf0c3;hp=a448a3de10fe8f987e5c9fa550f6dee74861bcbc;hpb=2390f493f042863d89f7b5a95d3aa9b5ef963890;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator_dodging.qc b/qcsrc/server/mutators/mutator_dodging.qc index a448a3de1..3b193c163 100644 --- a/qcsrc/server/mutators/mutator_dodging.qc +++ b/qcsrc/server/mutators/mutator_dodging.qc @@ -7,7 +7,6 @@ .float last_BACKWARD_KEY_time; .float last_LEFT_KEY_time; .float last_RIGHT_KEY_time; -.float last_JUMP_KEY_time; // these store the movement direction at the time of the dodge action happening. .float dodging_direction_x; @@ -35,7 +34,6 @@ void dodging_Initialize() { self.last_BACKWARD_KEY_time = 0; self.last_RIGHT_KEY_time = 0; self.last_LEFT_KEY_time = 0; - self.last_JUMP_KEY_time = 0; self.last_dodging_time = 0; self.dodging_action = 0; self.dodging_velocity_gain = 0; @@ -80,13 +78,13 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // 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 / cvar("sv_dodging_ramp_time"); + 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 * cvar("sv_dodging_horiz_speed")); + new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed); if (new_velocity_gain < 0) new_velocity_gain = 0; @@ -107,12 +105,14 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // 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 - + (cvar("sv_dodging_up_speed") * v_up); + + (autocvar_sv_dodging_up_speed * v_up); - if (cvar("sv_dodging_sound") == 1) - PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND); + if (autocvar_sv_dodging_sound == 1) + PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); setanim(self, self.anim_jump, TRUE, FALSE, TRUE); @@ -120,7 +120,7 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { } // are we done with the dodging ramp yet? - if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time"))) + 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; @@ -134,7 +134,7 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // returns 1 if the player is close to a wall float check_close_to_wall(float threshold) { - if (cvar("sv_dodging_wall_dodging") == 0) + if (autocvar_sv_dodging_wall_dodging == 0) return 0; vector trace_start; @@ -166,20 +166,7 @@ float check_close_to_wall(float threshold) { } float check_close_to_ground(float threshold) { - vector trace_start; - vector trace_end; - - // determine height above ground is below a threshold - trace_start = self.origin; - trace_end = self.origin - (1000*v_up); - - tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self); - - // check if the trace hit anything at all - if (trace_fraction > 1) - return 0; - - if(self.origin_z - trace_endpos_z < threshold) + if (self.flags & FL_ONGROUND) return 1; return 0; @@ -190,11 +177,11 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { // print("dodging_PlayerPhysics\n"); float length; - float move_direction_x; - float move_direction_y; + float tap_direction_x; + float tap_direction_y; - move_direction_x = 0; - move_direction_y = 0; + tap_direction_x = 0; + tap_direction_y = 0; float dodge_detected; if (g_dodging == 0) @@ -202,28 +189,19 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { dodge_detected = 0; - // no dodging and jumping at the same time.. - if (self.BUTTON_JUMP) - return 0; - // first check if the last dodge is far enough back in time so we can dodge again - if ((time - self.last_dodging_time) < cvar("sv_dodging_delay")) + if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay) return 0; - if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 - && check_close_to_wall(cvar("sv_dodging_wall_distance_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; - // remember last jump key time, so we can check in dodging code, if it - // was pressed between the two dodges.. - if (self.BUTTON_JUMP) - self.last_JUMP_KEY_time = time; - if (self.movement_x > 0) { - move_direction_x = 1.0; // is this a state change? if (!(self.pressedkeys & KEY_FORWARD)) { if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { + tap_direction_x = 1.0; dodge_detected = 1; } self.last_FORWARD_KEY_time = time; @@ -231,9 +209,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { } if (self.movement_x < 0) { - move_direction_x = -1.0; // is this a state change? if (!(self.pressedkeys & KEY_BACKWARD)) { + tap_direction_x = -1.0; if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } @@ -242,9 +220,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { } if (self.movement_y > 0) { - move_direction_y = 1.0; // is this a state change? if (!(self.pressedkeys & KEY_RIGHT)) { + tap_direction_y = 1.0; if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } @@ -253,9 +231,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { } if (self.movement_y < 0) { - move_direction_y = -1.0; // is this a state change? if (!(self.pressedkeys & KEY_LEFT)) { + tap_direction_y = -1.0; if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } @@ -266,20 +244,15 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (dodge_detected == 1) { - // If the player pressed JUMP between the two taps, disallow dodging, - // cause he obviously wants to jump instead - if ((time - self.last_JUMP_KEY_time) < self.cvar_cl_dodging_timeout) - return 0; - self.last_dodging_time = time; self.dodging_action = 1; self.dodging_single_action = 1; - self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed"); + self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed; - self.dodging_direction_x = move_direction_x; - self.dodging_direction_y = move_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 = length + self.dodging_direction_x * self.dodging_direction_x; @@ -293,7 +266,7 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { return 0; } -MUTATOR_DEFINITION(dodging) +MUTATOR_DEFINITION(mutator_dodging) { // we need to be called before GetPressedKey does its thing so we can // detect state changes and therefore dodging actions..