#ifdef IMPLEMENTATION #define PHYS_DODGING STAT(DODGING, this) #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this) #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this) #define PHYS_DODGING_FROZEN_NODOUBLETAP STAT(DODGING_FROZEN_NO_DOUBLETAP, this) #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this) #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED, this) #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN, this) #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this) #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this) #define PHYS_DODGING_WALL STAT(DODGING_WALL, this) #define PHYS_DODGING_AIR STAT(DODGING_AIR, this) #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys #ifdef CSQC #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime)) #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT) #elif defined(SVQC) #define PHYS_DODGING_FRAMETIME sys_frametime #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout #endif #ifdef SVQC bool autocvar_sv_dodging_sound; // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done.. .float dodging_action; // the jump part of the dodge cannot be ramped .float dodging_single_action; #include #include .float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT); REGISTER_MUTATOR(dodging, cvar("g_dodging")) { // this just turns on the cvar. MUTATOR_ONADD { g_dodging = cvar("g_dodging"); } // this just turns off the cvar. MUTATOR_ONROLLBACK_OR_REMOVE { g_dodging = 0; } return false; } #elif defined(CSQC) REGISTER_MUTATOR(dodging, true); #endif // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done.. .float dodging_action; // the jump part of the dodge cannot be ramped .float dodging_single_action; // these are used to store the last key press time for each of the keys.. .float last_FORWARD_KEY_time; .float last_BACKWARD_KEY_time; .float last_LEFT_KEY_time; .float last_RIGHT_KEY_time; // these store the movement direction at the time of the dodge action happening. .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. .float last_dodging_time; // 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; #ifdef CSQC .int pressedkeys; #endif // returns 1 if the player is close to a wall bool check_close_to_wall(entity this, float threshold) { if (PHYS_DODGING_WALL == 0) { return false; } #define X(OFFSET) \ tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \ if(trace_fraction < 1 && vdist(this.origin - trace_endpos, <, threshold)) \ return true; X(1000*v_right); X(-1000*v_right); X(1000*v_forward); X(-1000*v_forward); #undef X return false; } bool check_close_to_ground(entity this, float threshold) { return IS_ONGROUND(this) ? true : false; } float PM_dodging_checkpressedkeys(entity this) { if(!PHYS_DODGING) return false; float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this)); 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 - this.last_dodging_time) < PHYS_DODGING_DELAY) return false; makevectors(this.angles); if(!PHYS_DODGING_AIR) if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1 && check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1) return true; float tap_direction_x = 0; float tap_direction_y = 0; bool dodge_detected = false; #define X(COND,BTN,RESULT) \ if (this.movement_##COND) \ /* is this a state change? */ \ if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \ tap_direction_##RESULT; \ if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \ dodge_detected = true; \ this.last_##BTN##_KEY_time = time; \ } X(x < 0, BACKWARD, x--); X(x > 0, FORWARD, x++); X(y < 0, LEFT, y--); X(y > 0, RIGHT, y++); #undef X if (dodge_detected) { this.last_dodging_time = time; this.dodging_action = 1; this.dodging_single_action = 1; this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED; this.dodging_direction_x = tap_direction_x; this.dodging_direction_y = tap_direction_y; // normalize the dodging_direction vector.. (unlike UT99) XD float length = this.dodging_direction_x * this.dodging_direction_x + this.dodging_direction_y * this.dodging_direction_y; length = sqrt(length); this.dodging_direction_x = this.dodging_direction_x * 1.0 / length; this.dodging_direction_y = this.dodging_direction_y * 1.0 / length; return true; } return false; } void PM_dodging(entity this) { if (!PHYS_DODGING) return; if (IS_DEAD(this)) return; // when swimming, no dodging allowed.. if (this.waterlevel >= WATERLEVEL_SWIMMING) { this.dodging_action = 0; this.dodging_direction_x = 0; this.dodging_direction_y = 0; return; } // make sure v_up, v_right and v_forward are sane if(PHYS_DODGING_AIR) makevectors(this.v_angle); else makevectors(this.angles); // 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.. float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME; // if ramp time is smaller than frametime we get problems ;D common_factor = min(common_factor, 1); float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED; float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed); new_velocity_gain = max(0, new_velocity_gain); float velocity_difference = this.dodging_velocity_gain - new_velocity_gain; // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D if (this.dodging_action == 1) { //disable jump key during dodge accel phase if(this.movement_z > 0) { this.movement_z = 0; } this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right) + ((this.dodging_direction_x * velocity_difference) * v_forward); this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference; } // the up part of the dodge is a single shot action if (this.dodging_single_action == 1) { UNSET_ONGROUND(this); this.velocity += PHYS_DODGING_UP_SPEED * v_up; #ifdef SVQC if (autocvar_sv_dodging_sound) PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND); animdecide_setaction(this, ANIMACTION_JUMP, true); #endif this.dodging_single_action = 0; } // are we done with the dodging ramp yet? if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME)) { // reset state so next dodge can be done correctly this.dodging_action = 0; this.dodging_direction_x = 0; this.dodging_direction_y = 0; } } void PM_dodging_GetPressedKeys(entity this) { #ifdef CSQC if(!PHYS_DODGING) { return; } PM_dodging_checkpressedkeys(this); int keys = this.pressedkeys; keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0); keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0); keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0); keys = BITSET(keys, KEY_LEFT, this.movement.y < 0); keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this)); keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this)); keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this)); keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this)); this.pressedkeys = keys; #endif } MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics) { entity player = M_ARGV(0, entity); // print("dodging_PlayerPhysics\n"); PM_dodging_GetPressedKeys(player); PM_dodging(player); } #ifdef SVQC REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout"); MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys) { entity player = M_ARGV(0, entity); PM_dodging_checkpressedkeys(player); } #endif #endif