.float last_BACKWARD_KEY_time;
.float last_LEFT_KEY_time;
.float last_RIGHT_KEY_time;
-.float last_JUMP_KEY_time;
// these store the movement direction at the time of the dodge action happening.
.float dodging_direction_x;
// 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_BACKWARD_KEY_time = 0;
self.last_RIGHT_KEY_time = 0;
self.last_LEFT_KEY_time = 0;
- self.last_JUMP_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;
// 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;
if (g_dodging == 0)
if (clean_up_and_do_nothing != 0) {
self.dodging_action = 0;
+ self.dodging_direction_x = 0;
+ self.dodging_direction_y = 0;
return 0;
}
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);
}
float check_close_to_ground(float threshold) {
- vector trace_start;
- vector trace_end;
-
- // determine height above ground is below a threshold
- trace_start = self.origin;
- trace_end = self.origin - (1000*v_up);
-
- tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-
- // check if the trace hit anything at all
- if (trace_fraction > 1)
- return 0;
-
- if(self.origin_z - trace_endpos_z < threshold)
+ if (self.flags & FL_ONGROUND)
return 1;
return 0;
// print("dodging_PlayerPhysics\n");
float length;
+ 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;
&& check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
return 0;
- // remember last jump key time, so we can check in dodging code, if it
- // was pressed between the two dodges..
- if (self.BUTTON_JUMP)
- self.last_JUMP_KEY_time = time;
-
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 the player pressed JUMP between the two taps, disallow dodging,
- // cause he obviously wants to jump instead
- if ((time - self.last_JUMP_KEY_time) < self.cvar_cl_dodging_timeout)
- return 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..