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 // This is the velocity gain to be added over the ramp time.
23 // It will decrease from frame to frame during dodging_action = 1
25 .float dodging_velocity_gain;
27 // the jump part of the dodge cannot be ramped
28 .float dodging_single_action;
30 void dodging_Initialize() {
31 // print("dodging_Initialize\n");
33 self.last_FORWARD_KEY_time = 0;
34 self.last_BACKWARD_KEY_time = 0;
35 self.last_RIGHT_KEY_time = 0;
36 self.last_LEFT_KEY_time = 0;
37 self.last_dodging_time = 0;
38 self.dodging_action = 0;
39 self.dodging_velocity_gain = 0;
40 self.dodging_single_action = 0;
41 self.dodging_direction_x = 0;
42 self.dodging_direction_y = 0;
45 MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
46 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
50 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
51 // print("dodging_PlayerPhysics\n");
54 float new_velocity_gain;
55 float velocity_difference;
56 float clean_up_and_do_nothing;
58 if (self.deadflag != DEAD_NO)
61 new_velocity_gain = 0;
62 clean_up_and_do_nothing = 0;
65 clean_up_and_do_nothing = 1;
67 // when swimming, no dodging allowed..
68 if (self.waterlevel >= WATERLEVEL_SWIMMING)
69 clean_up_and_do_nothing = 1;
71 if (clean_up_and_do_nothing != 0) {
72 self.dodging_action = 0;
73 self.dodging_direction_x = 0;
74 self.dodging_direction_y = 0;
78 // make sure v_up, v_right and v_forward are sane
79 makevectors(self.angles);
81 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
82 // will be called ramp_time/frametime times = 2 times. so, we need to
83 // add 0.5 * the total speed each frame until the dodge action is done..
84 common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
86 // if ramp time is smaller than frametime we get problems ;D
87 if (common_factor > 1)
90 new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
91 if (new_velocity_gain < 0)
92 new_velocity_gain = 0;
94 velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
96 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
97 if (self.dodging_action == 1) {
98 //disable jump key during dodge accel phase
99 if (self.movement_z > 0) self.movement_z = 0;
103 + ((self.dodging_direction_y * velocity_difference) * v_right)
104 + ((self.dodging_direction_x * velocity_difference) * v_forward);
106 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
109 // the up part of the dodge is a single shot action
110 if (self.dodging_single_action == 1) {
111 self.flags &~= FL_ONGROUND;
115 + (autocvar_sv_dodging_up_speed * v_up);
117 if (autocvar_sv_dodging_sound == 1)
118 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
120 setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
122 self.dodging_single_action = 0;
125 // are we done with the dodging ramp yet?
126 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
128 // reset state so next dodge can be done correctly
129 self.dodging_action = 0;
130 self.dodging_direction_x = 0;
131 self.dodging_direction_y = 0;
138 // returns 1 if the player is close to a wall
139 float check_close_to_wall(float threshold) {
140 if (autocvar_sv_dodging_wall_dodging == 0)
146 trace_start = self.origin;
148 trace_end = self.origin + (1000*v_right);
149 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
150 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
153 trace_end = self.origin - (1000*v_right);
154 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
155 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
158 trace_end = self.origin + (1000*v_forward);
159 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
160 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
163 trace_end = self.origin - (1000*v_forward);
164 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
165 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
171 float check_close_to_ground(float threshold) {
172 if (self.flags & FL_ONGROUND)
179 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
180 // print("dodging_PlayerPhysics\n");
183 float tap_direction_x;
184 float tap_direction_y;
189 float dodge_detected;
195 // first check if the last dodge is far enough back in time so we can dodge again
196 if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
199 if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
200 && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
203 if (self.movement_x > 0) {
204 // is this a state change?
205 if (!(self.pressedkeys & KEY_FORWARD)) {
206 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
207 tap_direction_x = 1.0;
210 self.last_FORWARD_KEY_time = time;
214 if (self.movement_x < 0) {
215 // is this a state change?
216 if (!(self.pressedkeys & KEY_BACKWARD)) {
217 tap_direction_x = -1.0;
218 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
221 self.last_BACKWARD_KEY_time = time;
225 if (self.movement_y > 0) {
226 // is this a state change?
227 if (!(self.pressedkeys & KEY_RIGHT)) {
228 tap_direction_y = 1.0;
229 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
232 self.last_RIGHT_KEY_time = time;
236 if (self.movement_y < 0) {
237 // is this a state change?
238 if (!(self.pressedkeys & KEY_LEFT)) {
239 tap_direction_y = -1.0;
240 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
243 self.last_LEFT_KEY_time = time;
247 if (dodge_detected == 1) {
248 self.last_dodging_time = time;
250 self.dodging_action = 1;
251 self.dodging_single_action = 1;
253 self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
255 self.dodging_direction_x = tap_direction_x;
256 self.dodging_direction_y = tap_direction_y;
258 // normalize the dodging_direction vector.. (unlike UT99) XD
259 length = self.dodging_direction_x * self.dodging_direction_x;
260 length = length + self.dodging_direction_y * self.dodging_direction_y;
261 length = sqrt(length);
263 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
264 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
270 MUTATOR_DEFINITION(mutator_dodging)
272 // we need to be called before GetPressedKey does its thing so we can
273 // detect state changes and therefore dodging actions..
274 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
276 // in the physics hook we actually implement the dodge..
277 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
279 // get timeout information from the client, so the client can configure it..
280 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
282 // this just turns on the cvar.
286 dodging_Initialize();
289 // this just turns off the cvar.