2 // these are used to store the last key press time for each of the keys..
3 .float last_FORWARD_KEY_time;
4 .float last_BACKWARD_KEY_time;
5 .float last_LEFT_KEY_time;
6 .float last_RIGHT_KEY_time;
8 // these store the movement direction at the time of the dodge action happening.
9 .float dodging_direction_x;
10 .float dodging_direction_y;
12 // this indicates the last time a dodge was executed. used to check if another one is allowed
13 // and to ramp up the dodge acceleration in the physics hook.
14 .float last_dodging_time;
16 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
17 .float dodging_action;
19 void dodging_Initialize() {
20 self.last_FORWARD_KEY_time = 0;
21 self.last_BACKWARD_KEY_time = 0;
22 self.last_RIGHT_KEY_time = 0;
23 self.last_LEFT_KEY_time = 0;
24 self.last_dodging_time = 0;
25 self.dodging_action = 0;
26 self.dodging_direction_x = 0;
27 self.dodging_direction_y = 0;
30 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
33 // print("physics hook\n");
37 length += self.dodging_direction_x * self.dodging_direction_x;
38 length += self.dodging_direction_y * self.dodging_direction_y;
39 length = sqrt(length);
41 self.dodging_direction_x *= 1/length;
42 self.dodging_direction_y *= 1/length;
44 // ramp up dodging speed by adding some velocity each frame..
45 if (self.dodging_action == 1) {
46 self.velocity = self.velocity + self.dodging_direction_y * (cvar("sv_dodging_horiz_speed") * v_right) + self.dodging_direction_x * (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);//'100 0 50';
47 self.dodging_action = 0;
50 // are we done with the dodging ramp yet?
51 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
52 self.dodging_action = 0;
57 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
58 //print("dodging_hook\n");
63 if (self.movement_x > 0) // get if movement keys are pressed
64 { // forward key pressed
65 if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change?
67 ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
68 (self.lastflags & FL_ONGROUND) &&
69 ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
70 ) { // are we allowed to dodge?
71 self.dodging_action = 1;
72 self.dodging_direction_x = self.movement_x;
73 self.dodging_direction_y = self.movement_y;
76 self.last_dodging_time = time;
78 self.last_FORWARD_KEY_time = time;
82 if (self.movement_x < 0) // get if movement keys are pressed
83 { // forward key pressed
84 if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change?
86 ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
87 (self.lastflags & FL_ONGROUND) &&
88 ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
89 ) { // are we allowed to dodge?
90 self.dodging_action = 1;
91 // self.velocity = self.velocity + (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);//'100 0 50';
92 self.last_dodging_time = time;
94 self.last_BACKWARD_KEY_time = time;
101 MUTATOR_DEFINITION(dodging)
103 // we need to be called before GetPressedKey does its thing so we can
104 // detect state changes and therefore dodging actions..
105 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
107 // in the physics hook we actually implement the dodge..
108 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
110 // this just turns on the cvar. TODO: implement :D
114 dodging_Initialize();
117 // this just turns off the cvar. TODO: implement :D