.float last_RIGHT_KEY_time;
// these store the movement direction at the time of the dodge action happening.
-.float dodging_direction_x;
-.float dodging_direction_y;
+.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.
// returns 1 if the player is close to a wall
float check_close_to_wall(float threshold)
{
- if (PHYS_DODGING_WALL == 0) { return FALSE; }
+ if (PHYS_DODGING_WALL == 0) { return false; }
#define X(OFFSET) \
- tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, TRUE, self); \
+ tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
- return TRUE;
+ return true;
X(1000*v_right);
X(-1000*v_right);
X(1000*v_forward);
X(-1000*v_forward);
#undef X
- return FALSE;
+ return false;
}
float check_close_to_ground(float threshold)
{
- return IS_ONGROUND(self) ? TRUE : FALSE;
+ return IS_ONGROUND(self) ? true : false;
}
float PM_dodging_checkpressedkeys()
{
if(!PHYS_DODGING)
- return FALSE;
+ 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;
+ return false;
makevectors(PHYS_WORLD_ANGLES(self));
if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
&& check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
- return TRUE;
+ return true;
float tap_direction_x = 0;
float tap_direction_y = 0;
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 true;
}
- return FALSE;
+ return false;
}
void PM_dodging()
if (autocvar_sv_dodging_sound == 1)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+ animdecide_setaction(self, ANIMACTION_JUMP, true);
#endif
self.dodging_single_action = 0;
MUTATOR_HOOKFUNCTION(dodging_GetCvars)
{
GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
// print("dodging_PlayerPhysics\n");
PM_dodging();
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
{
PM_dodging_checkpressedkeys();
- return FALSE;
+ return false;
}
MUTATOR_DEFINITION(mutator_dodging)
g_dodging = 0;
}
- return FALSE;
+ return false;
}
#endif