]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_dodging.qc
Factor out animation decisions and gameplay
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_dodging.qc
index bc37a3c86e162cf0117bdeb15cd415735bef6702..969c980a298dd44d7f085672385b4cf28650b815 100644 (file)
@@ -7,7 +7,6 @@
 .float last_BACKWARD_KEY_time;
 .float last_LEFT_KEY_time;
 .float last_RIGHT_KEY_time;
-.float last_JUMP_KEY_time;
 
 // these store the movement direction at the time of the dodge action happening.
 .float dodging_direction_x;
@@ -35,7 +34,6 @@ void dodging_Initialize() {
        self.last_BACKWARD_KEY_time = 0;
        self.last_RIGHT_KEY_time = 0;
        self.last_LEFT_KEY_time = 0;
-       self.last_JUMP_KEY_time = 0;
        self.last_dodging_time = 0;
        self.dodging_action = 0;
        self.dodging_velocity_gain = 0;
@@ -57,6 +55,9 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        float velocity_difference;
        float clean_up_and_do_nothing;
 
+    if (self.deadflag != DEAD_NO)
+        return 0;
+
        new_velocity_gain = 0;
        clean_up_and_do_nothing = 0;
 
@@ -80,13 +81,13 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code 
        // will be called ramp_time/frametime times = 2 times. so, we need to 
        // add 0.5 * the total speed each frame until the dodge action is done..
-       common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
+       common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
 
        // if ramp time is smaller than frametime we get problems ;D
        if (common_factor > 1) 
                common_factor = 1;
 
-       new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
+       new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
        if (new_velocity_gain < 0)
                new_velocity_gain = 0;
 
@@ -107,20 +108,22 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
 
        // the up part of the dodge is a single shot action
        if (self.dodging_single_action == 1) {
+               self.flags &~= FL_ONGROUND;
+
                self.velocity = 
                          self.velocity 
-                       + (cvar("sv_dodging_up_speed") * v_up);
+                       + (autocvar_sv_dodging_up_speed * v_up);
 
-               if (cvar("sv_dodging_sound") == 1)
-                       PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+               if (autocvar_sv_dodging_sound == 1)
+                       PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
-               setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
+               animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
 
                self.dodging_single_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")))
+       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
        {
                // reset state so next dodge can be done correctly
                self.dodging_action = 0;
@@ -134,7 +137,7 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
 
 // returns 1 if the player is close to a wall
 float check_close_to_wall(float threshold) {
-       if (cvar("sv_dodging_wall_dodging") == 0)
+       if (autocvar_sv_dodging_wall_dodging == 0)
                return 0;
 
        vector trace_start;
@@ -166,20 +169,7 @@ float check_close_to_wall(float threshold) {
 }
 
 float check_close_to_ground(float threshold) {
-       vector trace_start;
-       vector trace_end;
-
-       // determine height above ground is below a threshold
-       trace_start = self.origin;
-       trace_end = self.origin - (1000*v_up);
-
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-
-       // check if the trace hit anything at all
-       if (trace_fraction > 1)
-               return 0;
-
-       if(self.origin_z - trace_endpos_z < threshold) 
+       if (self.flags & FL_ONGROUND)
                return 1;
 
        return 0;
@@ -202,23 +192,14 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
 
        dodge_detected = 0;
 
-       // no dodging and jumping at the same time..
-       if (self.BUTTON_JUMP)
-               return 0;
-
        // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
+       if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
                return 0;
 
-       if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 
-               && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
+       if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1 
+               && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
                return 0;
 
-       // remember last jump key time, so we can check in dodging code, if it
-       // was pressed between the two dodges..
-       if (self.BUTTON_JUMP)
-               self.last_JUMP_KEY_time = time;
-
        if (self.movement_x > 0) {
                // is this a state change?
                if (!(self.pressedkeys & KEY_FORWARD)) {
@@ -263,26 +244,19 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
                }
        }
 
-
-
        if (dodge_detected == 1) {
-               // If the player pressed JUMP between the two taps, disallow dodging,
-               // cause he obviously wants to jump instead
-               if ((time - self.last_JUMP_KEY_time) < self.cvar_cl_dodging_timeout)
-                       return 0;
-
                self.last_dodging_time = time;
 
                self.dodging_action = 1;
                self.dodging_single_action = 1;
 
-               self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");
+               self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
 
                self.dodging_direction_x = tap_direction_x;
                self.dodging_direction_y = tap_direction_y;
 
                // normalize the dodging_direction vector.. (unlike UT99) XD
-               length = length + self.dodging_direction_x * self.dodging_direction_x;
+               length =          self.dodging_direction_x * self.dodging_direction_x;
                length = length + self.dodging_direction_y * self.dodging_direction_y;
                length = sqrt(length);
 
@@ -293,7 +267,7 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        return 0;
 }
 
-MUTATOR_DEFINITION(dodging)
+MUTATOR_DEFINITION(mutator_dodging)
 {
        // we need to be called before GetPressedKey does its thing so we can
        // detect state changes and therefore dodging actions..