+#ifdef CSQC
+ #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
+ #define PHYS_DODGING getstati(STAT_DODGING)
+ #define PHYS_DODGING_DELAY getstatf(STAT_DODGING_DELAY)
+ #define PHYS_DODGING_TIMEOUT(s) getstatf(STAT_DODGING_TIMEOUT)
+ #define PHYS_DODGING_HORIZ_SPEED_FROZEN getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
+ #define PHYS_DODGING_FROZEN_NODOUBLETAP getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
+ #define PHYS_DODGING_HORIZ_SPEED getstatf(STAT_DODGING_HORIZ_SPEED)
+ #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
+ #define PHYS_DODGING_HEIGHT_THRESHOLD getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
+ #define PHYS_DODGING_DISTANCE_THRESHOLD getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
+ #define PHYS_DODGING_RAMP_TIME getstatf(STAT_DODGING_RAMP_TIME)
+ #define PHYS_DODGING_UP_SPEED getstatf(STAT_DODGING_UP_SPEED)
+ #define PHYS_DODGING_WALL getstatf(STAT_DODGING_WALL)
+#elif defined(SVQC)
+ #define PHYS_DODGING_FRAMETIME sys_frametime
+ #define PHYS_DODGING g_dodging
+ #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
+ #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
+ #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
+ #define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
+ #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
+ #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
+ #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
+ #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
+ #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
+ #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
+ #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
+#endif
+
+#ifdef SVQC
#include "mutator_dodging.qh"
#include "../_all.qh"
.float cvar_cl_dodging_timeout;
+.float stat_dodging;
+.float stat_dodging_delay;
+.float stat_dodging_horiz_speed_frozen;
+.float stat_dodging_frozen_nodoubletap;
+.float stat_dodging_frozen;
+.float stat_dodging_horiz_speed;
+.float stat_dodging_height_threshold;
+.float stat_dodging_distance_threshold;
+.float stat_dodging_ramp_time;
+.float stat_dodging_up_speed;
+.float stat_dodging_wall;
+
+#endif
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
// these are used to store the last key press time for each of the keys..
.float last_FORWARD_KEY_time;
// until it's 0.
.float dodging_velocity_gain;
-MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
- GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
- return 0;
+#ifdef CSQC
+.int pressedkeys;
+
+#elif defined(SVQC)
+
+void dodging_UpdateStats()
+{
+ self.stat_dodging = PHYS_DODGING;
+ self.stat_dodging_delay = PHYS_DODGING_DELAY;
+ self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+ self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
+ self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
+ self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
+ self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
+ self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
+ self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
+ self.stat_dodging_wall = PHYS_DODGING_WALL;
}
-MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
- // print("dodging_PlayerPhysics\n");
+void dodging_Initialize()
+{
+ addstat(STAT_DODGING, AS_INT, stat_dodging);
+ addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
+ addstat(STAT_DODGING_TIMEOUT, AS_FLOAT, cvar_cl_dodging_timeout); // we stat this, so it is updated on the client when updated on server (otherwise, chaos)
+ addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
+ addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
+ addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+ addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
+ addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
+ addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
+ addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
+ addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
+ addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
+}
+
+#endif
+
+// returns 1 if the player is close to a wall
+bool check_close_to_wall(float threshold)
+{
+ if (PHYS_DODGING_WALL == 0) { return false; }
+
+ #define X(OFFSET) \
+ tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
+ return true;
+ X(1000*v_right);
+ X(-1000*v_right);
+ X(1000*v_forward);
+ X(-1000*v_forward);
+ #undef X
+
+ return false;
+}
+
+bool check_close_to_ground(float threshold)
+{
+ return IS_ONGROUND(self) ? true : false;
+}
+
+float PM_dodging_checkpressedkeys()
+{
+ if(!PHYS_DODGING)
+ return false;
+
+ float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+ float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
+
+ // first check if the last dodge is far enough back in time so we can dodge again
+ if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
+ return false;
+
+ makevectors(self.angles);
- float common_factor;
- float new_velocity_gain;
- float velocity_difference;
- float clean_up_and_do_nothing;
- float horiz_speed = autocvar_sv_dodging_horiz_speed;
+ if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+ && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+ return true;
- if(self.frozen)
- horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
+ float tap_direction_x = 0;
+ float tap_direction_y = 0;
+ float dodge_detected = 0;
+
+ #define X(COND,BTN,RESULT) \
+ if (self.movement_##COND) \
+ /* is this a state change? */ \
+ if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
+ tap_direction_##RESULT; \
+ if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
+ dodge_detected = 1; \
+ self.last_##BTN##_KEY_time = time; \
+ }
+ X(x < 0, BACKWARD, x--);
+ X(x > 0, FORWARD, x++);
+ X(y < 0, LEFT, y--);
+ X(y > 0, RIGHT, y++);
+ #undef X
+
+ if (dodge_detected == 1)
+ {
+ self.last_dodging_time = time;
- if (self.deadflag != DEAD_NO)
- return 0;
+ self.dodging_action = 1;
+ self.dodging_single_action = 1;
- new_velocity_gain = 0;
- clean_up_and_do_nothing = 0;
+ self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
- if (g_dodging == 0)
- clean_up_and_do_nothing = 1;
+ self.dodging_direction_x = tap_direction_x;
+ self.dodging_direction_y = tap_direction_y;
+
+ // normalize the dodging_direction vector.. (unlike UT99) XD
+ float length = self.dodging_direction_x * self.dodging_direction_x
+ + self.dodging_direction_y * self.dodging_direction_y;
+ length = sqrt(length);
+
+ self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
+ self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
+ return true;
+ }
+ return false;
+}
+
+void PM_dodging()
+{
+ if (!PHYS_DODGING)
+ return;
+
+#ifdef SVQC
+ dodging_UpdateStats();
+#endif
+
+ if (PHYS_DEAD(self))
+ return;
// when swimming, no dodging allowed..
if (self.waterlevel >= WATERLEVEL_SWIMMING)
- clean_up_and_do_nothing = 1;
-
- if (clean_up_and_do_nothing != 0) {
+ {
self.dodging_action = 0;
self.dodging_direction_x = 0;
self.dodging_direction_y = 0;
- return 0;
+ return;
}
// make sure v_up, v_right and v_forward are sane
// 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 / autocvar_sv_dodging_ramp_time;
+ float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
// if ramp time is smaller than frametime we get problems ;D
- if (common_factor > 1)
- common_factor = 1;
+ common_factor = min(common_factor, 1);
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
- if (new_velocity_gain < 0)
- new_velocity_gain = 0;
+ float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
+ float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
+ new_velocity_gain = max(0, new_velocity_gain);
- velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+ float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
// ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
- if (self.dodging_action == 1) {
+ if (self.dodging_action == 1)
+ {
//disable jump key during dodge accel phase
- if (self.movement.z > 0) self.movement_z = 0;
+ if(self.movement_z > 0) { self.movement_z = 0; }
- self.velocity =
- self.velocity
- + ((self.dodging_direction.y * velocity_difference) * v_right)
- + ((self.dodging_direction.x * velocity_difference) * v_forward);
+ self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
+ + ((self.dodging_direction_x * velocity_difference) * v_forward);
self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
}
// the up part of the dodge is a single shot action
- if (self.dodging_single_action == 1) {
- self.flags &= ~FL_ONGROUND;
+ if (self.dodging_single_action == 1)
+ {
+ UNSET_ONGROUND(self);
- self.velocity =
- self.velocity
- + (autocvar_sv_dodging_up_speed * v_up);
+ self.velocity += PHYS_DODGING_UP_SPEED * v_up;
+#ifdef SVQC
if (autocvar_sv_dodging_sound)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
animdecide_setaction(self, ANIMACTION_JUMP, true);
+#endif
self.dodging_single_action = 0;
}
// are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
+ if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
{
// reset state so next dodge can be done correctly
self.dodging_action = 0;
self.dodging_direction_x = 0;
self.dodging_direction_y = 0;
}
-
- return 0;
}
+#ifdef SVQC
-// returns 1 if the player is close to a wall
-bool check_close_to_wall(float threshold)
+MUTATOR_HOOKFUNCTION(dodging_GetCvars)
{
- if(!autocvar_sv_dodging_wall_dodging)
- return false;
-
- vector trace_start;
- vector trace_end;
-
- trace_start = self.origin;
-
- trace_end = self.origin + (1000*v_right);
- tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
- if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return true;
-
- trace_end = self.origin - (1000*v_right);
- tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
- if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return true;
-
- trace_end = self.origin + (1000*v_forward);
- tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
- if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return true;
-
- trace_end = self.origin - (1000*v_forward);
- tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
- if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
- return true;
-
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
return false;
}
-bool check_close_to_ground(float threshold)
+MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
{
- if (self.flags & FL_ONGROUND)
- return true;
+ // print("dodging_PlayerPhysics\n");
+ PM_dodging();
return false;
}
+MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
+{
+ PM_dodging_checkpressedkeys();
-MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
- // print("dodging_PlayerPhysics\n");
-
- float length;
- vector tap_direction = '0 0 0';
-
- float frozen_dodging, frozen_no_doubletap;
- frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
- frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
-
- float dodge_detected;
- if (g_dodging == 0)
- return 0;
-
- dodge_detected = 0;
-
- // first check if the last dodge is far enough back in time so we can dodge again
- if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
- return 0;
-
- if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
- && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
- return 0;
-
- if (self.movement.x > 0) {
- // is this a state change?
- if (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
- if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
- tap_direction.x = 1.0;
- dodge_detected = 1;
- }
- self.last_FORWARD_KEY_time = time;
- }
- }
-
- if (self.movement.x < 0) {
- // is this a state change?
- if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
- tap_direction.x = -1.0;
- if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
- dodge_detected = 1;
- }
- self.last_BACKWARD_KEY_time = time;
- }
- }
-
- if (self.movement.y > 0) {
- // is this a state change?
- if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
- tap_direction.y = 1.0;
- if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
- dodge_detected = 1;
- }
- self.last_RIGHT_KEY_time = time;
- }
- }
-
- if (self.movement.y < 0) {
- // is this a state change?
- if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
- tap_direction.y = -1.0;
- if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
- dodge_detected = 1;
- }
- self.last_LEFT_KEY_time = time;
- }
- }
-
- if (dodge_detected == 1) {
- self.last_dodging_time = time;
-
- self.dodging_action = 1;
- self.dodging_single_action = 1;
-
- 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 = self.dodging_direction.x * self.dodging_direction.x;
- length = length + self.dodging_direction.y * self.dodging_direction.y;
- length = sqrt(length);
-
- self.dodging_direction_x = self.dodging_direction.x * 1.0/length;
- self.dodging_direction_y = self.dodging_direction.y * 1.0/length;
- }
-
- return 0;
+ return false;
}
MUTATOR_DEFINITION(mutator_dodging)
// this just turns on the cvar.
MUTATOR_ONADD
{
- g_dodging = 1;
+ g_dodging = cvar("g_dodging");
+ dodging_Initialize();
}
// this just turns off the cvar.
g_dodging = 0;
}
- MUTATOR_ONREMOVE
- {
- }
-
- return 0;
+ return false;
}
+#endif