.float cvar_cl_dodging_timeout; // 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. .float dodging_direction_x; .float dodging_direction_y; // 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; MUTATOR_HOOKFUNCTION(dodging_GetCvars) { GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout"); return 0; } MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // print("dodging_PlayerPhysics\n"); float common_factor; float new_velocity_gain; float velocity_difference; float clean_up_and_do_nothing; float horiz_speed = autocvar_sv_dodging_horiz_speed; if(self.freezetag_frozen) horiz_speed = autocvar_sv_dodging_horiz_speed_frozen; if (self.deadflag != DEAD_NO) return 0; new_velocity_gain = 0; clean_up_and_do_nothing = 0; 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 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 / 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 * 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) { //disable jump key during dodge accel phase if (self.movement_z > 0) self.movement_z = 0; self.velocity = self.velocity + ((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 + (autocvar_sv_dodging_up_speed * v_up); if (autocvar_sv_dodging_sound == 1) PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); animdecide_setaction(self, ANIMACTION_JUMP, TRUE); self.dodging_single_action = 0; } // are we done with the dodging ramp yet? 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; self.dodging_direction_x = 0; self.dodging_direction_y = 0; } return 0; } // 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; 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 tap_direction_x; float tap_direction_y; tap_direction_x = 0; tap_direction_y = 0; float frozen_dodging; frozen_dodging = (self.freezetag_frozen && autocvar_sv_dodging_frozen); float dodge_detected; if (g_dodging == 0) return 0; dodge_detected = 0; // first check if the last dodge is far enough back in time so we can dodge again if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay) return 0; if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1 && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1) return 0; if (self.movement_x > 0) { // is this a state change? if (!(self.pressedkeys & KEY_FORWARD) || frozen_dodging) { if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { tap_direction_x = 1.0; dodge_detected = 1; } self.last_FORWARD_KEY_time = time; } } if (self.movement_x < 0) { // is this a state change? if (!(self.pressedkeys & KEY_BACKWARD) || frozen_dodging) { tap_direction_x = -1.0; if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } self.last_BACKWARD_KEY_time = time; } } if (self.movement_y > 0) { // is this a state change? if (!(self.pressedkeys & KEY_RIGHT) || frozen_dodging) { tap_direction_y = 1.0; if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } self.last_RIGHT_KEY_time = time; } } if (self.movement_y < 0) { // is this a state change? if (!(self.pressedkeys & KEY_LEFT) || frozen_dodging) { tap_direction_y = -1.0; if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } self.last_LEFT_KEY_time = time; } } if (dodge_detected == 1) { 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 = self.dodging_direction_x * self.dodging_direction_x; length = length + self.dodging_direction_y * self.dodging_direction_y; length = sqrt(length); self.dodging_direction_x = self.dodging_direction_x * 1.0/length; self.dodging_direction_y = self.dodging_direction_y * 1.0/length; } return 0; } MUTATOR_DEFINITION(mutator_dodging) { // we need to be called before GetPressedKey does its thing so we can // detect state changes and therefore dodging actions.. MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY); // 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. MUTATOR_ONADD { g_dodging = 1; } // this just turns off the cvar. MUTATOR_ONROLLBACK_OR_REMOVE { g_dodging = 0; } MUTATOR_ONREMOVE { } return 0; }