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;
10 .float last_JUMP_KEY_time;
12 // these store the movement direction at the time of the dodge action happening.
13 .float dodging_direction_x;
14 .float dodging_direction_y;
16 // this indicates the last time a dodge was executed. used to check if another one is allowed
17 // and to ramp up the dodge acceleration in the physics hook.
18 .float last_dodging_time;
20 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
21 .float dodging_action;
23 // This is the velocity gain to be added over the ramp time.
24 // It will decrease from frame to frame during dodging_action = 1
26 .float dodging_velocity_gain;
28 // the jump part of the dodge cannot be ramped
29 .float dodging_single_action;
31 void dodging_Initialize() {
32 // print("dodging_Initialize\n");
34 self.last_FORWARD_KEY_time = 0;
35 self.last_BACKWARD_KEY_time = 0;
36 self.last_RIGHT_KEY_time = 0;
37 self.last_LEFT_KEY_time = 0;
38 self.last_JUMP_KEY_time = 0;
39 self.last_dodging_time = 0;
40 self.dodging_action = 0;
41 self.dodging_velocity_gain = 0;
42 self.dodging_single_action = 0;
43 self.dodging_direction_x = 0;
44 self.dodging_direction_y = 0;
47 MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
48 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
52 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
53 // print("dodging_PlayerPhysics\n");
56 float new_velocity_gain;
57 float velocity_difference;
58 float clean_up_and_do_nothing;
60 new_velocity_gain = 0;
61 clean_up_and_do_nothing = 0;
64 clean_up_and_do_nothing = 1;
66 // when swimming, no dodging allowed..
67 if (self.waterlevel >= WATERLEVEL_SWIMMING)
68 clean_up_and_do_nothing = 1;
70 if (clean_up_and_do_nothing != 0) {
71 self.dodging_action = 0;
72 self.dodging_direction_x = 0;
73 self.dodging_direction_y = 0;
77 // make sure v_up, v_right and v_forward are sane
78 makevectors(self.angles);
80 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
81 // will be called ramp_time/frametime times = 2 times. so, we need to
82 // add 0.5 * the total speed each frame until the dodge action is done..
83 common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
85 // if ramp time is smaller than frametime we get problems ;D
86 if (common_factor > 1)
89 new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
90 if (new_velocity_gain < 0)
91 new_velocity_gain = 0;
93 velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
95 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
96 if (self.dodging_action == 1) {
97 //disable jump key during dodge accel phase
98 if (self.movement_z > 0) self.movement_z = 0;
102 + ((self.dodging_direction_y * velocity_difference) * v_right)
103 + ((self.dodging_direction_x * velocity_difference) * v_forward);
105 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
108 // the up part of the dodge is a single shot action
109 if (self.dodging_single_action == 1) {
112 + (cvar("sv_dodging_up_speed") * v_up);
114 if (cvar("sv_dodging_sound") == 1)
115 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
117 setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
119 self.dodging_single_action = 0;
122 // are we done with the dodging ramp yet?
123 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
125 // reset state so next dodge can be done correctly
126 self.dodging_action = 0;
127 self.dodging_direction_x = 0;
128 self.dodging_direction_y = 0;
135 // returns 1 if the player is close to a wall
136 float check_close_to_wall(float threshold) {
137 if (cvar("sv_dodging_wall_dodging") == 0)
143 trace_start = self.origin;
145 trace_end = self.origin + (1000*v_right);
146 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
147 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
150 trace_end = self.origin - (1000*v_right);
151 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
152 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
155 trace_end = self.origin + (1000*v_forward);
156 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
157 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
160 trace_end = self.origin - (1000*v_forward);
161 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
162 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
168 float check_close_to_ground(float threshold) {
172 // determine height above ground is below a threshold
173 trace_start = self.origin;
174 trace_end = self.origin - (1000*v_up);
176 tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
178 // check if the trace hit anything at all
179 if (trace_fraction > 1)
182 if(self.origin_z - trace_endpos_z < threshold)
189 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
190 // print("dodging_PlayerPhysics\n");
193 float tap_direction_x;
194 float tap_direction_y;
199 float dodge_detected;
205 // no dodging and jumping at the same time..
206 if (self.BUTTON_JUMP)
209 // first check if the last dodge is far enough back in time so we can dodge again
210 if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
213 if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
214 && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
217 // remember last jump key time, so we can check in dodging code, if it
218 // was pressed between the two dodges..
219 if (self.BUTTON_JUMP)
220 self.last_JUMP_KEY_time = time;
222 if (self.movement_x > 0) {
223 // is this a state change?
224 if (!(self.pressedkeys & KEY_FORWARD)) {
225 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
226 tap_direction_x = 1.0;
229 self.last_FORWARD_KEY_time = time;
233 if (self.movement_x < 0) {
234 // is this a state change?
235 if (!(self.pressedkeys & KEY_BACKWARD)) {
236 tap_direction_x = -1.0;
237 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
240 self.last_BACKWARD_KEY_time = time;
244 if (self.movement_y > 0) {
245 // is this a state change?
246 if (!(self.pressedkeys & KEY_RIGHT)) {
247 tap_direction_y = 1.0;
248 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
251 self.last_RIGHT_KEY_time = time;
255 if (self.movement_y < 0) {
256 // is this a state change?
257 if (!(self.pressedkeys & KEY_LEFT)) {
258 tap_direction_y = -1.0;
259 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
262 self.last_LEFT_KEY_time = time;
268 if (dodge_detected == 1) {
269 // If the player pressed JUMP between the two taps, disallow dodging,
270 // cause he obviously wants to jump instead
271 if ((time - self.last_JUMP_KEY_time) < self.cvar_cl_dodging_timeout)
274 self.last_dodging_time = time;
276 self.dodging_action = 1;
277 self.dodging_single_action = 1;
279 self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");
281 self.dodging_direction_x = tap_direction_x;
282 self.dodging_direction_y = tap_direction_y;
284 // normalize the dodging_direction vector.. (unlike UT99) XD
285 length = length + self.dodging_direction_x * self.dodging_direction_x;
286 length = length + self.dodging_direction_y * self.dodging_direction_y;
287 length = sqrt(length);
289 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
290 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
296 MUTATOR_DEFINITION(dodging)
298 // we need to be called before GetPressedKey does its thing so we can
299 // detect state changes and therefore dodging actions..
300 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
302 // in the physics hook we actually implement the dodge..
303 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
305 // get timeout information from the client, so the client can configure it..
306 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
308 // this just turns on the cvar.
312 dodging_Initialize();
315 // this just turns off the cvar.