zoomstate_set = 1;\r
}\r
\r
-void dodging_pressedkeys()\r
+// get pressed keys for PlayerDodge\r
+void PlayerDodge_GetPressedKeys()\r
{\r
float length;\r
float tap_direction_x;\r
float tap_direction_y;\r
-\r
- tap_direction_x = 0;\r
- tap_direction_y = 0;\r
-\r
float dodge_detected;\r
- if (!cvar("g_dodging"))\r
- return;\r
-\r
- dodge_detected = 0;\r
\r
// first check if the last dodge is far enough back in time so we can dodge again\r
if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))\r
}\r
}\r
\r
-\r
if (dodge_detected == 1) {\r
self.last_dodging_time = time;\r
\r
length = length + self.dodging_direction_y * self.dodging_direction_y;\r
length = sqrt(length);\r
\r
- self.dodging_direction_x = self.dodging_direction_x * 1.0/length;\r
- self.dodging_direction_y = self.dodging_direction_y * 1.0/length;\r
+ self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;\r
+ self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;\r
}\r
-\r
- return;\r
}\r
\r
void GetPressedKeys(void) {\r
// get keys for dodging\r
- dodging_pressedkeys();\r
+ if(cvar("g_dodging"))\r
+ PlayerDodge_GetPressedKeys();\r
\r
if (self.movement_x > 0) // get if movement keys are pressed\r
{ // forward key pressed\r