-#ifdef IMPLEMENTATION
-
-#ifdef CSQC
- #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
- #define PHYS_DODGING STAT(DODGING)
- #define PHYS_DODGING_DELAY STAT(DODGING_DELAY)
- #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
- #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN)
- #define PHYS_DODGING_FROZEN_NODOUBLETAP STAT(DODGING_FROZEN_NO_DOUBLETAP)
- #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED)
- #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
- #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD)
- #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD)
- #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME)
- #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED)
- #define PHYS_DODGING_WALL STAT(DODGING_WALL)
-#elif defined(SVQC)
- #define PHYS_DODGING_FRAMETIME sys_frametime
- #define PHYS_DODGING g_dodging
- #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
- #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
- #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
- #define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
- #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
- #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
- #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
- #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
- #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
- #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
- #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
-
- float autocvar_sv_dodging_delay;
- float autocvar_sv_dodging_height_threshold;
- float autocvar_sv_dodging_horiz_speed;
- float autocvar_sv_dodging_horiz_speed_frozen;
- float autocvar_sv_dodging_ramp_time;
- bool autocvar_sv_dodging_sound;
- float autocvar_sv_dodging_up_speed;
- float autocvar_sv_dodging_wall_distance_threshold;
- bool autocvar_sv_dodging_wall_dodging;
- bool autocvar_sv_dodging_frozen_doubletap;
-#endif
-
-#ifdef SVQC
-
-float g_dodging;
-
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
-
-#include "../../../animdecide.qh"
-#include "../../../physics.qh"
-
-.float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
-
-.float stat_dodging = _STAT(DODGING);
-.float stat_dodging_delay = _STAT(DODGING_DELAY);
-.float stat_dodging_horiz_speed_frozen = _STAT(DODGING_HORIZ_SPEED_FROZEN);
-.float stat_dodging_frozen_nodoubletap = _STAT(DODGING_FROZEN_NO_DOUBLETAP);
-.float stat_dodging_frozen = _STAT(DODGING_FROZEN);
-.float stat_dodging_horiz_speed = _STAT(DODGING_HORIZ_SPEED);
-.float stat_dodging_height_threshold = _STAT(DODGING_HEIGHT_THRESHOLD);
-.float stat_dodging_distance_threshold = _STAT(DODGING_DISTANCE_THRESHOLD);
-.float stat_dodging_ramp_time = _STAT(DODGING_RAMP_TIME);
-.float stat_dodging_up_speed = _STAT(DODGING_UP_SPEED);
-.float stat_dodging_wall = _STAT(DODGING_WALL);
-
-REGISTER_MUTATOR(dodging, cvar("g_dodging"))
-{
- // this just turns on the cvar.
- MUTATOR_ONADD
- {
- g_dodging = cvar("g_dodging");
- }
-
- // this just turns off the cvar.
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- g_dodging = 0;
- }
-
- return false;
-}
-
-#endif
-
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
-
-
-// these are used to store the last key press time for each of the keys..
-.float last_FORWARD_KEY_time;
-.float last_BACKWARD_KEY_time;
-.float last_LEFT_KEY_time;
-.float last_RIGHT_KEY_time;
-
-// these store the movement direction at the time of the dodge action happening.
-.vector dodging_direction;
-
-// this indicates the last time a dodge was executed. used to check if another one is allowed
-// and to ramp up the dodge acceleration in the physics hook.
-.float last_dodging_time;
-
-// This is the velocity gain to be added over the ramp time.
-// It will decrease from frame to frame during dodging_action = 1
-// until it's 0.
-.float dodging_velocity_gain;
-
-#ifdef CSQC
-.int pressedkeys;
-
-#elif defined(SVQC)
-
-void dodging_UpdateStats()
-{SELFPARAM();
- self.stat_dodging = PHYS_DODGING;
- self.stat_dodging_delay = PHYS_DODGING_DELAY;
- self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
- self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
- self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
- self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
- self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
- self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
- self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
- self.stat_dodging_wall = PHYS_DODGING_WALL;
-}
-
-#endif
-
-// returns 1 if the player is close to a wall
-bool check_close_to_wall(float threshold)
-{SELFPARAM();
- if (PHYS_DODGING_WALL == 0) { return false; }
-
- #define X(OFFSET) \
- tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
- if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
- return true;
- X(1000*v_right);
- X(-1000*v_right);
- X(1000*v_forward);
- X(-1000*v_forward);
- #undef X
-
- return false;
-}
-
-bool check_close_to_ground(float threshold)
-{SELFPARAM();
- return IS_ONGROUND(self) ? true : false;
-}
-
-float PM_dodging_checkpressedkeys()
-{SELFPARAM();
- if(!PHYS_DODGING)
- return false;
-
- float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
- float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
-
- // first check if the last dodge is far enough back in time so we can dodge again
- if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
- return false;
-
- makevectors(self.angles);
-
- if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
- && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
- return true;
-
- float tap_direction_x = 0;
- float tap_direction_y = 0;
- float dodge_detected = 0;
-
- #define X(COND,BTN,RESULT) \
- if (self.movement_##COND) \
- /* is this a state change? */ \
- if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
- tap_direction_##RESULT; \
- if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
- dodge_detected = 1; \
- self.last_##BTN##_KEY_time = time; \
- }
- X(x < 0, BACKWARD, x--);
- X(x > 0, FORWARD, x++);
- X(y < 0, LEFT, y--);
- X(y > 0, RIGHT, y++);
- #undef X
-
- if (dodge_detected == 1)
- {
- self.last_dodging_time = time;
-
- self.dodging_action = 1;
- self.dodging_single_action = 1;
-
- self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
-
- self.dodging_direction_x = tap_direction_x;
- self.dodging_direction_y = tap_direction_y;
-
- // normalize the dodging_direction vector.. (unlike UT99) XD
- float length = self.dodging_direction_x * self.dodging_direction_x
- + self.dodging_direction_y * self.dodging_direction_y;
- length = sqrt(length);
-
- self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
- self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
- return true;
- }
- return false;
-}
-
-void PM_dodging()
-{SELFPARAM();
- if (!PHYS_DODGING)
- return;
-
-#ifdef SVQC
- dodging_UpdateStats();
-#endif
-
- if (PHYS_DEAD(self))
- return;
-
- // when swimming, no dodging allowed..
- if (self.waterlevel >= WATERLEVEL_SWIMMING)
- {
- self.dodging_action = 0;
- self.dodging_direction_x = 0;
- self.dodging_direction_y = 0;
- return;
- }
-
- // 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
- // add 0.5 * the total speed each frame until the dodge action is done..
- float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
-
- // if ramp time is smaller than frametime we get problems ;D
- common_factor = min(common_factor, 1);
-
- float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
- float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
- new_velocity_gain = max(0, new_velocity_gain);
-
- float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
-
- // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
- if (self.dodging_action == 1)
- {
- //disable jump key during dodge accel phase
- if(self.movement_z > 0) { self.movement_z = 0; }
-
- self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
- + ((self.dodging_direction_x * velocity_difference) * v_forward);
-
- self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
- }
-
- // the up part of the dodge is a single shot action
- if (self.dodging_single_action == 1)
- {
- UNSET_ONGROUND(self);
-
- self.velocity += PHYS_DODGING_UP_SPEED * v_up;
-
-#ifdef SVQC
- if (autocvar_sv_dodging_sound)
- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
- animdecide_setaction(self, ANIMACTION_JUMP, true);
-#endif
-
- self.dodging_single_action = 0;
- }
-
- // are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
- {
- // reset state so next dodge can be done correctly
- self.dodging_action = 0;
- self.dodging_direction_x = 0;
- self.dodging_direction_y = 0;
- }
-}
-
-#ifdef SVQC
-
-MUTATOR_HOOKFUNCTION(dodging, GetCvars)
-{
- GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
-{
- // print("dodging_PlayerPhysics\n");
- PM_dodging();
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
-{
- PM_dodging_checkpressedkeys();
-
- return false;
-}
-
-#endif
-
-#endif
+#include "dodging.qh"