#endif
#ifdef SVQC
+#include "mutator_dodging.qh"
+#include "../_all.qh"
+
+#include "mutator.qh"
+
+#include "../../common/animdecide.qh"
.float cvar_cl_dodging_timeout;
.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;
+.vector dodging_direction;
// 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 dodging_velocity_gain;
#ifdef CSQC
-.float pressedkeys;
+.int pressedkeys;
#elif defined(SVQC)
#endif
// returns 1 if the player is close to a wall
-float check_close_to_wall(float threshold)
+bool check_close_to_wall(float threshold)
{
- if (PHYS_DODGING_WALL == 0) { return FALSE; }
+ if (PHYS_DODGING_WALL == 0) { return false; }
#define X(OFFSET) \
- tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, TRUE, self); \
+ tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
- return TRUE;
+ return true;
X(1000*v_right);
X(-1000*v_right);
X(1000*v_forward);
X(-1000*v_forward);
#undef X
- return FALSE;
+ return false;
}
-float check_close_to_ground(float threshold)
+bool check_close_to_ground(float threshold)
{
- return IS_ONGROUND(self) ? TRUE : FALSE;
+ return IS_ONGROUND(self) ? true : false;
}
float PM_dodging_checkpressedkeys()
{
if(!PHYS_DODGING)
- return FALSE;
+ 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;
+ return false;
- makevectors(PHYS_WORLD_ANGLES(self));
+ makevectors(self.angles);
if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
&& check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
- return TRUE;
+ return true;
float tap_direction_x = 0;
float tap_direction_y = 0;
float dodge_detected = 0;
#define X(COND,BTN,RESULT) \
- if (PHYS_INPUT_MOVEVALUES(self)_##COND) \
+ if (self.movement_##COND) \
/* is this a state change? */ \
if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
tap_direction_##RESULT; \
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 true;
}
- return FALSE;
+ return false;
}
void PM_dodging()
}
// make sure v_up, v_right and v_forward are sane
- makevectors(PHYS_WORLD_ANGLES(self));
+ makevectors(self.angles);
// 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
if (self.dodging_action == 1)
{
//disable jump key during dodge accel phase
- if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_z = 0; }
+ if(self.movement_z > 0) { self.movement_z = 0; }
self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
+ ((self.dodging_direction_x * velocity_difference) * v_forward);
self.velocity += PHYS_DODGING_UP_SPEED * v_up;
#ifdef SVQC
- if (autocvar_sv_dodging_sound == 1)
+ if (autocvar_sv_dodging_sound)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+ animdecide_setaction(self, ANIMACTION_JUMP, true);
#endif
self.dodging_single_action = 0;
MUTATOR_HOOKFUNCTION(dodging_GetCvars)
{
GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
// print("dodging_PlayerPhysics\n");
PM_dodging();
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
{
PM_dodging_checkpressedkeys();
- return FALSE;
+ return false;
}
MUTATOR_DEFINITION(mutator_dodging)
g_dodging = 0;
}
- return FALSE;
+ return false;
}
#endif