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) {
31 // print("physics hook\n");
35 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
36 if (self.dodging_action == 1) {
37 //print(vtos(self.v_up), "\n");
38 //self.velocity_z = self.velocity_z + cvar("sv_dodging_up_speed") * v_up;
39 //self.velocity_x = self.velocity_x + self.dodging_direction_x * cvar("sv_dodging_horiz_speed") * v_forward;
40 //self.velocity_y = self.velocity_y + self.dodging_direction_y * cvar("sv_dodging_horiz_speed") * v_right;
41 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);
43 // reset state so next dodge can be done correctly
44 self.dodging_action = 0;
45 self.dodging_direction_x = 0;
46 self.dodging_direction_y = 0;
49 // are we done with the dodging ramp yet?
50 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
51 self.dodging_action = 0;
56 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
59 //print("dodging_hook\n");
65 if (self.movement_x > 0) // get if movement keys are pressed
66 { // forward key pressed
67 if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change?
68 if ( // are we allowed to dodge?
69 ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
70 (self.lastflags & FL_ONGROUND) &&
71 ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
74 self.dodging_action = 1;
75 self.dodging_direction_x = 1.0;
76 self.last_dodging_time = time;
78 self.last_FORWARD_KEY_time = time;
82 if (self.movement_x < 0)
84 if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change?
85 if ( // are we allowed to dodge?
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"))
91 self.dodging_action = 1;
92 self.dodging_direction_x = -1.0;
93 self.last_dodging_time = time;
95 self.last_BACKWARD_KEY_time = time;
100 // if (dodge_detected == 1) {
101 // // normalize the dodging_direction vector..
102 // length = length + self.dodging_direction_x * self.dodging_direction_x;
103 // length = length + self.dodging_direction_y * self.dodging_direction_y;
104 // length = sqrt(length);
106 // self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
107 // self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
113 MUTATOR_DEFINITION(dodging)
115 // we need to be called before GetPressedKey does its thing so we can
116 // detect state changes and therefore dodging actions..
117 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
119 // in the physics hook we actually implement the dodge..
120 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
122 // this just turns on the cvar.
126 dodging_Initialize();
129 // this just turns off the cvar.