X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator_dodging.qc;h=a293b9f96a05c56bf4279ecb5e3946c83a7696bf;hp=2eaa5f0b24725c5b2c1adc133c4ce0dd2267e057;hb=6f37a8f8076a572097afb13de2c367a72717c927;hpb=46ab0565581b318ba02e7f9e9ddf879e90b8d452 diff --git a/qcsrc/server/mutators/mutator_dodging.qc b/qcsrc/server/mutators/mutator_dodging.qc index 2eaa5f0b2..a293b9f96 100644 --- a/qcsrc/server/mutators/mutator_dodging.qc +++ b/qcsrc/server/mutators/mutator_dodging.qc @@ -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;