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 new_velocity_gain = 0;
59 clean_up_and_do_nothing = 0;
62 clean_up_and_do_nothing = 1;
64 // when swimming, no dodging allowed..
65 if (self.waterlevel >= WATERLEVEL_SWIMMING)
66 clean_up_and_do_nothing = 1;
68 if (clean_up_and_do_nothing != 0) {
69 self.dodging_action = 0;
70 self.dodging_direction_x = 0;
71 self.dodging_direction_y = 0;
75 // make sure v_up, v_right and v_forward are sane
76 makevectors(self.angles);
78 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
79 // will be called ramp_time/frametime times = 2 times. so, we need to
80 // add 0.5 * the total speed each frame until the dodge action is done..
81 common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
83 // if ramp time is smaller than frametime we get problems ;D
84 if (common_factor > 1)
87 new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
88 if (new_velocity_gain < 0)
89 new_velocity_gain = 0;
91 velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
93 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
94 if (self.dodging_action == 1) {
95 //disable jump key during dodge accel phase
96 if (self.movement_z > 0) self.movement_z = 0;
100 + ((self.dodging_direction_y * velocity_difference) * v_right)
101 + ((self.dodging_direction_x * velocity_difference) * v_forward);
103 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
106 // the up part of the dodge is a single shot action
107 if (self.dodging_single_action == 1) {
108 self.flags &~= FL_ONGROUND;
112 + (autocvar_sv_dodging_up_speed * v_up);
114 if (autocvar_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) > autocvar_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 (autocvar_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) {
169 if (self.flags & FL_ONGROUND)
176 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
177 // print("dodging_PlayerPhysics\n");
180 float tap_direction_x;
181 float tap_direction_y;
186 float dodge_detected;
192 // first check if the last dodge is far enough back in time so we can dodge again
193 if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
196 if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
197 && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
200 if (self.movement_x > 0) {
201 // is this a state change?
202 if (!(self.pressedkeys & KEY_FORWARD)) {
203 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
204 tap_direction_x = 1.0;
207 self.last_FORWARD_KEY_time = time;
211 if (self.movement_x < 0) {
212 // is this a state change?
213 if (!(self.pressedkeys & KEY_BACKWARD)) {
214 tap_direction_x = -1.0;
215 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
218 self.last_BACKWARD_KEY_time = time;
222 if (self.movement_y > 0) {
223 // is this a state change?
224 if (!(self.pressedkeys & KEY_RIGHT)) {
225 tap_direction_y = 1.0;
226 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
229 self.last_RIGHT_KEY_time = time;
233 if (self.movement_y < 0) {
234 // is this a state change?
235 if (!(self.pressedkeys & KEY_LEFT)) {
236 tap_direction_y = -1.0;
237 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
240 self.last_LEFT_KEY_time = time;
246 if (dodge_detected == 1) {
247 self.last_dodging_time = time;
249 self.dodging_action = 1;
250 self.dodging_single_action = 1;
252 self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
254 self.dodging_direction_x = tap_direction_x;
255 self.dodging_direction_y = tap_direction_y;
257 // normalize the dodging_direction vector.. (unlike UT99) XD
258 length = length + self.dodging_direction_x * self.dodging_direction_x;
259 length = length + self.dodging_direction_y * self.dodging_direction_y;
260 length = sqrt(length);
262 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
263 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
269 MUTATOR_DEFINITION(mutator_dodging)
271 // we need to be called before GetPressedKey does its thing so we can
272 // detect state changes and therefore dodging actions..
273 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
275 // in the physics hook we actually implement the dodge..
276 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
278 // get timeout information from the client, so the client can configure it..
279 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
281 // this just turns on the cvar.
285 dodging_Initialize();
288 // this just turns off the cvar.