// these are used to store the last key press time for each of the keys.. .float last_FORWARD_KEY_time; .float last_BACKWARD_KEY_time; .float last_LEFT_KEY_time; .float last_RIGHT_KEY_time; // these store the movement direction at the time of the dodge action happening. .float dodging_direction_x; .float dodging_direction_y; // this indicates the last time a dodge was executed. used to check if another one is allowed // and to ramp up the dodge acceleration in the physics hook. .float last_dodging_time; // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done.. .float dodging_action; void dodging_Initialize() { self.last_FORWARD_KEY_time = 0; self.last_BACKWARD_KEY_time = 0; self.last_RIGHT_KEY_time = 0; self.last_LEFT_KEY_time = 0; self.last_dodging_time = 0; self.dodging_action = 0; self.dodging_direction_x = 0; self.dodging_direction_y = 0; } MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { float length; // print("physics hook\n"); if (g_dodging == 0) return 0; length += self.dodging_direction_x * self.dodging_direction_x; length += self.dodging_direction_y * self.dodging_direction_y; length = sqrt(length); self.dodging_direction_x *= 1/length; self.dodging_direction_y *= 1/length; // ramp up dodging speed by adding some velocity each frame.. if (self.dodging_action == 1) { 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);//'100 0 50'; self.dodging_action = 0; } // are we done with the dodging ramp yet? if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time"))) self.dodging_action = 0; return 0; } MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { //print("dodging_hook\n"); if (g_dodging == 0) return 0; if (self.movement_x > 0) // get if movement keys are pressed { // forward key pressed if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change? if ( ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) && (self.lastflags & FL_ONGROUND) && ((time - self.last_dodging_time) > cvar("sv_dodging_delay")) ) { // are we allowed to dodge? self.dodging_action = 1; self.dodging_direction_x = self.movement_x; self.dodging_direction_y = self.movement_y; self.last_dodging_time = time; } self.last_FORWARD_KEY_time = time; } } if (self.movement_x < 0) // get if movement keys are pressed { // forward key pressed if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change? if ( ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) && (self.lastflags & FL_ONGROUND) && ((time - self.last_dodging_time) > cvar("sv_dodging_delay")) ) { // are we allowed to dodge? self.dodging_action = 1; // self.velocity = self.velocity + (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);//'100 0 50'; self.last_dodging_time = time; } self.last_BACKWARD_KEY_time = time; } } return 0; } MUTATOR_DEFINITION(dodging) { // we need to be called before GetPressedKey does its thing so we can // detect state changes and therefore dodging actions.. MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY); // in the physics hook we actually implement the dodge.. MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY); // this just turns on the cvar. TODO: implement :D MUTATOR_ONADD { g_dodging = 1; dodging_Initialize(); } // this just turns off the cvar. TODO: implement :D MUTATOR_ONREMOVE { g_dodging = 0; } return 0; }