#define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
#define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
#define PHYS_DODGING_AIR_MAXSPEED autocvar_sv_dodging_air_maxspeed
+#define PHYS_DODGING_CLIENTSELECT autocvar_sv_dodging_clientselect
// we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
#if 0
#define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
#define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
#define PHYS_DODGING_AIR_MAXSPEED STAT(DODGING_AIR_MAXSPEED, this)
+#define PHYS_DODGING_CLIENTSELECT STAT(DODGING_CLIENTSELECT, this)
#endif
#ifdef CSQC
float cvar_cl_dodging_timeout;
+ bool cvar_cl_dodging;
+ bool autocvar_cl_dodging;
#define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
#define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
+ #define PHYS_DODGING_ENABLED(s) autocvar_cl_dodging
#elif defined(SVQC)
.float cvar_cl_dodging_timeout;
+ .bool cvar_cl_dodging;
#define PHYS_DODGING_FRAMETIME sys_frametime
#define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
#define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
+ #define PHYS_DODGING_ENABLED(s) CS(s).cvar_cl_dodging
#endif
#ifdef SVQC
return true;
// returns true if the player is close to a wall
-bool is_close_to_wall(entity this, float threshold)
+bool is_close_to_wall(entity this, float threshold, vector forward, vector right)
{
- X(v_right);
- X(-v_right);
- X(v_forward);
- X(-v_forward);
+ X(right);
+ X(-right);
+ X(forward);
+ X(-forward);
return false;
}
-bool is_close_to_ground(entity this, float threshold)
+bool is_close_to_ground(entity this, float threshold, vector up)
{
if (IS_ONGROUND(this)) return true;
- X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
+ X(-up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
return false;
}
if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
return false;
- makevectors(this.angles);
+ vector forward, right, up;
+ MAKE_VECTORS(this.angles, forward, right, up);
- bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED)));
- bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
+ bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD, up) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED)));
+ bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD, forward, right));
bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED)));
if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false;
if (!this.dodging_action) return;
// when swimming or dead, no dodging allowed..
- if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
+ bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
+ if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this) || (PHYS_DODGING_CLIENTSELECT && !PHYS_DODGING_ENABLED(this) && !frozen_dodging))
{
this.dodging_action = 0;
this.dodging_direction.x = 0;
return;
}
- // make sure v_up, v_right and v_forward are sane
+ vector forward, right, up;
if(PHYS_DODGING_AIR)
- makevectors(this.v_angle);
+ MAKE_VECTORS(this.v_angle, forward, right, up);
else
- makevectors(this.angles);
+ MAKE_VECTORS(this.angles, forward, right, up);
// fraction of the force to apply each frame
// if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
this.dodging_force_remaining -= velocity_increase;
- this.velocity += this.dodging_direction.x * velocity_increase * v_forward
- + this.dodging_direction.y * velocity_increase * v_right;
+ this.velocity += this.dodging_direction.x * velocity_increase * forward
+ + this.dodging_direction.y * velocity_increase * right;
// 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;
+ this.velocity += PHYS_DODGING_UP_SPEED * up;
#ifdef SVQC
if (autocvar_sv_dodging_sound)
#ifdef SVQC
REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
+REPLICATE(cvar_cl_dodging, bool, "cl_dodging");
MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
{