]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_dodging.qc
Make most server includes order insensitive
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_dodging.qc
index 2eaa5f0b24725c5b2c1adc133c4ce0dd2267e057..a293b9f96a05c56bf4279ecb5e3946c83a7696bf 100644 (file)
@@ -1,3 +1,9 @@
+#include "mutator_dodging.qh"
+#include "../_.qh"
+
+#include "mutator.qh"
+
+#include "../../common/animdecide.qh"
 
 .float cvar_cl_dodging_timeout;
 
@@ -9,8 +15,7 @@
 .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;
+.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.
@@ -34,8 +39,8 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        float velocity_difference;
        float clean_up_and_do_nothing;
        float horiz_speed = autocvar_sv_dodging_horiz_speed;
-       
-       if(self.freezetag_frozen)
+
+       if(self.frozen)
                horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
 
     if (self.deadflag != DEAD_NO)
@@ -61,13 +66,13 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        // 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 
+       // 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) 
+       if (common_factor > 1)
                common_factor = 1;
 
        new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
@@ -79,12 +84,12 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        // 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;
+               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.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;
        }
@@ -93,14 +98,14 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        if (self.dodging_single_action == 1) {
                self.flags &= ~FL_ONGROUND;
 
-               self.velocity = 
-                         self.velocity 
+               self.velocity =
+                         self.velocity
                        + (autocvar_sv_dodging_up_speed * v_up);
 
-               if (autocvar_sv_dodging_sound == 1)
+               if (autocvar_sv_dodging_sound)
                        PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
-               animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+               animdecide_setaction(self, ANIMACTION_JUMP, true);
 
                self.dodging_single_action = 0;
        }
@@ -119,9 +124,10 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
 
 
 // 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;
+bool check_close_to_wall(float threshold)
+{
+       if(!autocvar_sv_dodging_wall_dodging)
+               return false;
 
        vector trace_start;
        vector trace_end;
@@ -129,33 +135,34 @@ float check_close_to_wall(float threshold) {
        trace_start = self.origin;
 
        trace_end = self.origin + (1000*v_right);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return true;
 
        trace_end = self.origin - (1000*v_right);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return true;
 
        trace_end = self.origin + (1000*v_forward);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return true;
 
        trace_end = self.origin - (1000*v_forward);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
        if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
+               return true;
 
-       return 0;
+       return false;
 }
 
-float check_close_to_ground(float threshold) {
+bool check_close_to_ground(float threshold)
+{
        if (self.flags & FL_ONGROUND)
-               return 1;
+               return true;
 
-       return 0;
+       return false;
 }
 
 
@@ -163,14 +170,11 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        // print("dodging_PlayerPhysics\n");
 
        float length;
-       float tap_direction_x;
-       float tap_direction_y;
+       vector tap_direction = '0 0 0';
 
-       tap_direction_x = 0;
-       tap_direction_y = 0;
-       
-       float frozen_dodging;
-       frozen_dodging = (self.freezetag_frozen && autocvar_sv_dodging_frozen);
+       float frozen_dodging, frozen_no_doubletap;
+       frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
+       frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
 
        float dodge_detected;
        if (g_dodging == 0)
@@ -182,48 +186,48 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
                return 0;
 
-       if (check_close_to_ground(autocvar_sv_dodging_height_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;
 
-       if (self.movement_x > 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;
+               if (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
+                       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) {
+       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)        { 
+               if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
+                       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) {
+       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)   { 
+               if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
+                       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) {
+       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)    { 
+               if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
+                       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;
@@ -238,16 +242,16 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
 
                self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
 
-               self.dodging_direction_x = tap_direction_x;
-               self.dodging_direction_y = tap_direction_y;
+               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 =          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;
+               self.dodging_direction_x = self.dodging_direction.x * 1.0/length;
+               self.dodging_direction_y = self.dodging_direction.y * 1.0/length;
        }
 
        return 0;