4 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
5 #define PHYS_DODGING getstati(STAT_DODGING)
6 #define PHYS_DODGING_DELAY getstatf(STAT_DODGING_DELAY)
7 #define PHYS_DODGING_TIMEOUT(s) getstatf(STAT_DODGING_TIMEOUT)
8 #define PHYS_DODGING_HORIZ_SPEED_FROZEN getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
9 #define PHYS_DODGING_FROZEN_NODOUBLETAP getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
10 #define PHYS_DODGING_HORIZ_SPEED getstatf(STAT_DODGING_HORIZ_SPEED)
11 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
12 #define PHYS_DODGING_HEIGHT_THRESHOLD getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
13 #define PHYS_DODGING_DISTANCE_THRESHOLD getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
14 #define PHYS_DODGING_RAMP_TIME getstatf(STAT_DODGING_RAMP_TIME)
15 #define PHYS_DODGING_UP_SPEED getstatf(STAT_DODGING_UP_SPEED)
16 #define PHYS_DODGING_WALL getstatf(STAT_DODGING_WALL)
18 #define PHYS_DODGING_FRAMETIME sys_frametime
19 #define PHYS_DODGING g_dodging
20 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
21 #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
22 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
23 #define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
24 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
25 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
26 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
27 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
28 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
29 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
30 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
37 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
38 .float dodging_action;
40 // the jump part of the dodge cannot be ramped
41 .float dodging_single_action;
43 #include "../../../common/animdecide.qh"
44 #include "../../../common/physics.qh"
46 .float cvar_cl_dodging_timeout;
49 .float stat_dodging_delay;
50 .float stat_dodging_horiz_speed_frozen;
51 .float stat_dodging_frozen_nodoubletap;
52 .float stat_dodging_frozen;
53 .float stat_dodging_horiz_speed;
54 .float stat_dodging_height_threshold;
55 .float stat_dodging_distance_threshold;
56 .float stat_dodging_ramp_time;
57 .float stat_dodging_up_speed;
58 .float stat_dodging_wall;
60 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
62 // this just turns on the cvar.
65 g_dodging = cvar("g_dodging");
66 addstat(STAT_DODGING, AS_INT, stat_dodging);
67 addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
68 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)
69 addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
70 addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
71 addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
72 addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
73 addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
74 addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
75 addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
76 addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
77 addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
80 // this just turns off the cvar.
81 MUTATOR_ONROLLBACK_OR_REMOVE
91 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
92 .float dodging_action;
94 // the jump part of the dodge cannot be ramped
95 .float dodging_single_action;
98 // these are used to store the last key press time for each of the keys..
99 .float last_FORWARD_KEY_time;
100 .float last_BACKWARD_KEY_time;
101 .float last_LEFT_KEY_time;
102 .float last_RIGHT_KEY_time;
104 // these store the movement direction at the time of the dodge action happening.
105 .vector dodging_direction;
107 // this indicates the last time a dodge was executed. used to check if another one is allowed
108 // and to ramp up the dodge acceleration in the physics hook.
109 .float last_dodging_time;
111 // This is the velocity gain to be added over the ramp time.
112 // It will decrease from frame to frame during dodging_action = 1
114 .float dodging_velocity_gain;
121 void dodging_UpdateStats()
123 self.stat_dodging = PHYS_DODGING;
124 self.stat_dodging_delay = PHYS_DODGING_DELAY;
125 self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
126 self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
127 self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
128 self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
129 self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
130 self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
131 self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
132 self.stat_dodging_wall = PHYS_DODGING_WALL;
137 // returns 1 if the player is close to a wall
138 bool check_close_to_wall(float threshold)
140 if (PHYS_DODGING_WALL == 0) { return false; }
143 tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
144 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
155 bool check_close_to_ground(float threshold)
157 return IS_ONGROUND(self) ? true : false;
160 float PM_dodging_checkpressedkeys()
165 float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
166 float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
168 // first check if the last dodge is far enough back in time so we can dodge again
169 if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
172 makevectors(self.angles);
174 if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
175 && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
178 float tap_direction_x = 0;
179 float tap_direction_y = 0;
180 float dodge_detected = 0;
182 #define X(COND,BTN,RESULT) \
183 if (self.movement_##COND) \
184 /* is this a state change? */ \
185 if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
186 tap_direction_##RESULT; \
187 if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
188 dodge_detected = 1; \
189 self.last_##BTN##_KEY_time = time; \
191 X(x < 0, BACKWARD, x--);
192 X(x > 0, FORWARD, x++);
194 X(y > 0, RIGHT, y++);
197 if (dodge_detected == 1)
199 self.last_dodging_time = time;
201 self.dodging_action = 1;
202 self.dodging_single_action = 1;
204 self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
206 self.dodging_direction_x = tap_direction_x;
207 self.dodging_direction_y = tap_direction_y;
209 // normalize the dodging_direction vector.. (unlike UT99) XD
210 float length = self.dodging_direction_x * self.dodging_direction_x
211 + self.dodging_direction_y * self.dodging_direction_y;
212 length = sqrt(length);
214 self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
215 self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
227 dodging_UpdateStats();
233 // when swimming, no dodging allowed..
234 if (self.waterlevel >= WATERLEVEL_SWIMMING)
236 self.dodging_action = 0;
237 self.dodging_direction_x = 0;
238 self.dodging_direction_y = 0;
242 // make sure v_up, v_right and v_forward are sane
243 makevectors(self.angles);
245 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
246 // will be called ramp_time/frametime times = 2 times. so, we need to
247 // add 0.5 * the total speed each frame until the dodge action is done..
248 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
250 // if ramp time is smaller than frametime we get problems ;D
251 common_factor = min(common_factor, 1);
253 float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
254 float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
255 new_velocity_gain = max(0, new_velocity_gain);
257 float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
259 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
260 if (self.dodging_action == 1)
262 //disable jump key during dodge accel phase
263 if(self.movement_z > 0) { self.movement_z = 0; }
265 self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
266 + ((self.dodging_direction_x * velocity_difference) * v_forward);
268 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
271 // the up part of the dodge is a single shot action
272 if (self.dodging_single_action == 1)
274 UNSET_ONGROUND(self);
276 self.velocity += PHYS_DODGING_UP_SPEED * v_up;
279 if (autocvar_sv_dodging_sound)
280 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
282 animdecide_setaction(self, ANIMACTION_JUMP, true);
285 self.dodging_single_action = 0;
288 // are we done with the dodging ramp yet?
289 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
291 // reset state so next dodge can be done correctly
292 self.dodging_action = 0;
293 self.dodging_direction_x = 0;
294 self.dodging_direction_y = 0;
300 MUTATOR_HOOKFUNCTION(dodging, GetCvars)
302 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
306 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
308 // print("dodging_PlayerPhysics\n");
314 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
316 PM_dodging_checkpressedkeys();