// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
.float dodging_action;
+// 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;
+
// the jump part of the dodge cannot be ramped
.float dodging_single_action;
self.last_LEFT_KEY_time = 0;
self.last_dodging_time = 0;
self.dodging_action = 0;
+ self.dodging_velocity_gain = 0;
self.dodging_single_action = 0;
self.dodging_direction_x = 0;
self.dodging_direction_y = 0;
}
MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
- // print("dodging_GetCvars\n");
-
- string s;
- s = strcat1(argv(get_cvars_f));
-
- GetCvars_handleFloat(s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
return 0;
}
// print("dodging_PlayerPhysics\n");
float common_factor;
+ float new_velocity_gain;
+ float velocity_difference;
+ float clean_up_and_do_nothing;
+
+ new_velocity_gain = 0;
+ clean_up_and_do_nothing = 0;
- // is dodging enabled at all? if not, do nothing..
if (g_dodging == 0)
+ clean_up_and_do_nothing = 1;
+
+ // when swimming, no dodging allowed..
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ clean_up_and_do_nothing = 1;
+
+ if (clean_up_and_do_nothing != 0) {
+ self.dodging_action = 0;
+ self.dodging_direction_x = 0;
+ self.dodging_direction_y = 0;
return 0;
+ }
// make sure v_up, v_right and v_forward are sane
makevectors(self.angles);
if (common_factor > 1)
common_factor = 1;
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
+ if (new_velocity_gain < 0)
+ new_velocity_gain = 0;
+
+ 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) {
self.velocity =
self.velocity
- + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right)
- + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward);
+ + ((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) {
+ self.flags &~= FL_ONGROUND;
+
self.velocity =
self.velocity
+ (cvar("sv_dodging_up_speed") * v_up);
+ if (cvar("sv_dodging_sound") == 1)
+ PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+
+ setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
+
self.dodging_single_action = 0;
}
return 0;
}
+
+// returns 1 if the player is close to a wall
+float check_close_to_wall(float threshold) {
+ if (cvar("sv_dodging_wall_dodging") == 0)
+ return 0;
+
+ vector trace_start;
+ vector trace_end;
+
+ trace_start = self.origin;
+
+ 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;
+
+ 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;
+
+ 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;
+
+ 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 0;
+}
+
+float check_close_to_ground(float threshold) {
+ if (self.flags & FL_ONGROUND)
+ return 1;
+
+ return 0;
+}
+
+
MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
// print("dodging_PlayerPhysics\n");
float length;
- float dodge_detected;
- vector trace_start;
- vector trace_end;
- float height_above_ground;
+ float tap_direction_x;
+ float tap_direction_y;
+
+ tap_direction_x = 0;
+ tap_direction_y = 0;
+ float dodge_detected;
if (g_dodging == 0)
return 0;
dodge_detected = 0;
- // no dodging and jumping at the same time..
- if (self.BUTTON_JUMP)
- return 0;
-
// first check if the last dodge is far enough back in time so we can dodge again
if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
return 0;
- // determine height above ground is below a threshold
- trace_start = self.origin;
- trace_end = self.origin - (100*v_up);
-
- traceline(trace_start, trace_end, TRUE, self);
- height_above_ground = self.origin_z - trace_endpos_z;
-
- if (height_above_ground > (fabs(PL_MIN_z) + cvar("sv_dodging_height_threshold")))
+ if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
+ && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
return 0;
- // check if our feet are on the ground or at least close :D
- //if (!(self.lastflags & FL_ONGROUND))
- // return 0;
-
if (self.movement_x > 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_FORWARD)) {
if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
+ tap_direction_x = 1.0;
dodge_detected = 1;
- self.dodging_direction_x = 1.0;
}
self.last_FORWARD_KEY_time = time;
}
if (self.movement_x < 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_BACKWARD)) {
+ tap_direction_x = -1.0;
if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
- self.dodging_direction_x = -1.0;
}
self.last_BACKWARD_KEY_time = time;
}
if (self.movement_y > 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_RIGHT)) {
+ tap_direction_y = 1.0;
if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
- self.dodging_direction_y = 1.0;
}
self.last_RIGHT_KEY_time = time;
}
if (self.movement_y < 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_LEFT)) {
+ tap_direction_y = -1.0;
if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
- self.dodging_direction_y = -1.0;
}
self.last_LEFT_KEY_time = time;
}
if (dodge_detected == 1) {
- if (self.movement_z > 0)
- self.movement_z = 0;
-
self.last_dodging_time = time;
self.dodging_action = 1;
self.dodging_single_action = 1;
+ self.dodging_velocity_gain = cvar("sv_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
length = length + self.dodging_direction_x * self.dodging_direction_x;
length = length + self.dodging_direction_y * self.dodging_direction_y;
return 0;
}
-MUTATOR_DEFINITION(dodging)
+MUTATOR_DEFINITION(mutator_dodging)
{
// we need to be called before GetPressedKey does its thing so we can
// detect state changes and therefore dodging actions..
// in the physics hook we actually implement the dodge..
MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
+ // get timeout information from the client, so the client can configure it..
MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
// this just turns on the cvar.