2 .float cvar_cl_dodging_timeout;
5 // these are used to store the last key press time for each of the keys..
6 .float last_FORWARD_KEY_time;
7 .float last_BACKWARD_KEY_time;
8 .float last_LEFT_KEY_time;
9 .float last_RIGHT_KEY_time;
11 // these store the movement direction at the time of the dodge action happening.
12 .float dodging_direction_x;
13 .float dodging_direction_y;
15 // this indicates the last time a dodge was executed. used to check if another one is allowed
16 // and to ramp up the dodge acceleration in the physics hook.
17 .float last_dodging_time;
19 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
20 .float dodging_action;
22 // the jump part of the dodge cannot be ramped
23 .float dodging_single_action;
25 void dodging_Initialize() {
26 // print("dodging_Initialize\n");
28 self.last_FORWARD_KEY_time = 0;
29 self.last_BACKWARD_KEY_time = 0;
30 self.last_RIGHT_KEY_time = 0;
31 self.last_LEFT_KEY_time = 0;
32 self.last_dodging_time = 0;
33 self.dodging_action = 0;
34 self.dodging_single_action = 0;
35 self.dodging_direction_x = 0;
36 self.dodging_direction_y = 0;
39 MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
40 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
44 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
45 // print("dodging_PlayerPhysics\n");
49 // is dodging enabled at all? if not, do nothing..
53 // make sure v_up, v_right and v_forward are sane
54 makevectors(self.angles);
56 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
57 // will be called ramp_time/frametime times = 2 times. so, we need to
58 // add 0.5 * the total speed each frame until the dodge action is done..
59 common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
61 // if ramp time is smaller than frametime we get problems ;D
62 if (common_factor > 1)
66 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
67 if (self.dodging_action == 1) {
68 //disable jump key during dodge accel phase
69 if (self.movement_z > 0) self.movement_z = 0;
73 + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right)
74 + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward);
77 // the up part of the dodge is a single shot action
78 if (self.dodging_single_action == 1) {
81 + (cvar("sv_dodging_up_speed") * v_up);
83 if (cvar("sv_dodging_sound") == 1)
84 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
86 setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
88 self.dodging_single_action = 0;
91 // are we done with the dodging ramp yet?
92 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
94 // reset state so next dodge can be done correctly
95 self.dodging_action = 0;
96 self.dodging_direction_x = 0;
97 self.dodging_direction_y = 0;
104 // returns 1 if the player is close to a wall
105 float check_close_to_wall(float threshold) {
106 if (cvar("sv_dodging_wall_dodging") == 0)
112 trace_start = self.origin;
114 trace_end = self.origin + (1000*v_right);
115 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
116 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
119 trace_end = self.origin - (1000*v_right);
120 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
121 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
124 trace_end = self.origin + (1000*v_forward);
125 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
126 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
129 trace_end = self.origin - (1000*v_forward);
130 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
131 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
137 float check_close_to_ground(float threshold) {
141 // determine height above ground is below a threshold
142 trace_start = self.origin;
143 trace_end = self.origin - (1000*v_up);
145 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
147 // check if the trace hit anything at all
148 if (trace_fraction > 1)
151 if(self.origin_z - trace_endpos_z < threshold)
158 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
159 // print("dodging_PlayerPhysics\n");
162 float dodge_detected;
168 // no dodging and jumping at the same time..
169 if (self.BUTTON_JUMP)
172 // first check if the last dodge is far enough back in time so we can dodge again
173 if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
176 if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
177 && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
180 if (self.movement_x > 0) {
181 // is this a state change?
182 if (!(self.pressedkeys & KEY_FORWARD)) {
183 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
185 self.dodging_direction_x = 1.0;
187 self.last_FORWARD_KEY_time = time;
191 if (self.movement_x < 0) {
192 // is this a state change?
193 if (!(self.pressedkeys & KEY_BACKWARD)) {
194 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
196 self.dodging_direction_x = -1.0;
198 self.last_BACKWARD_KEY_time = time;
202 if (self.movement_y > 0) {
203 // is this a state change?
204 if (!(self.pressedkeys & KEY_RIGHT)) {
205 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
207 self.dodging_direction_y = 1.0;
209 self.last_RIGHT_KEY_time = time;
213 if (self.movement_y < 0) {
214 // is this a state change?
215 if (!(self.pressedkeys & KEY_LEFT)) {
216 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
218 self.dodging_direction_y = -1.0;
220 self.last_LEFT_KEY_time = time;
226 if (dodge_detected == 1) {
227 if (self.movement_z > 0)
230 self.last_dodging_time = time;
232 self.dodging_action = 1;
233 self.dodging_single_action = 1;
235 // normalize the dodging_direction vector.. (unlike UT99) XD
236 length = length + self.dodging_direction_x * self.dodging_direction_x;
237 length = length + self.dodging_direction_y * self.dodging_direction_y;
238 length = sqrt(length);
240 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
241 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
247 MUTATOR_DEFINITION(dodging)
249 // we need to be called before GetPressedKey does its thing so we can
250 // detect state changes and therefore dodging actions..
251 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
253 // in the physics hook we actually implement the dodge..
254 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
256 // get timeout information from the client, so the client can configure it..
257 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
259 // this just turns on the cvar.
263 dodging_Initialize();
266 // this just turns off the cvar.