self.velocity
+ (autocvar_sv_dodging_up_speed * v_up);
- if (autocvar_sv_dodging_sound == 1)
+ if (autocvar_sv_dodging_sound)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
animdecide_setaction(self, ANIMACTION_JUMP, true);
// returns 1 if the player is close to a wall
-float check_close_to_wall(float threshold) {
- if (autocvar_sv_dodging_wall_dodging == 0)
- return 0;
+bool check_close_to_wall(float threshold)
+{
+ if(!autocvar_sv_dodging_wall_dodging)
+ return false;
vector trace_start;
vector trace_end;
trace_end = self.origin + (1000*v_right);
tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return 1;
+ return true;
trace_end = self.origin - (1000*v_right);
tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return 1;
+ return true;
trace_end = self.origin + (1000*v_forward);
tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return 1;
+ return true;
trace_end = self.origin - (1000*v_forward);
tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return 1;
+ return true;
- return 0;
+ return false;
}
-float check_close_to_ground(float threshold) {
+bool check_close_to_ground(float threshold)
+{
if (self.flags & FL_ONGROUND)
- return 1;
+ return true;
- return 0;
+ return false;
}