.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;
+ if (self.deadflag != DEAD_NO)
+ return 0;
+
+ new_velocity_gain = 0;
clean_up_and_do_nothing = 0;
if (g_dodging == 0)
// 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..
- common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
+ common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
// if ramp time is smaller than frametime we get problems ;D
if (common_factor > 1)
common_factor = 1;
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_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);
+ + (autocvar_sv_dodging_up_speed * v_up);
- if (cvar("sv_dodging_sound") == 1)
- PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+ if (autocvar_sv_dodging_sound == 1)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
}
// are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
+ if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
{
// reset state so next dodge can be done correctly
self.dodging_action = 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)
+ if (autocvar_sv_dodging_wall_dodging == 0)
return 0;
vector trace_start;
}
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"))
+ if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
return 0;
- if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
- && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
+ if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
+ && check_close_to_wall(autocvar_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 = autocvar_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 = self.dodging_direction_x * self.dodging_direction_x;
length = length + self.dodging_direction_y * self.dodging_direction_y;
length = sqrt(length);
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..