X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator_dodging.qc;h=1d6dd911eb7f958fad79b957c120e06575433530;hb=e14bb786305e05541496fb5b28c090e0ff1b5783;hp=19ed28df94747254347b4796652ffa58960b78de;hpb=40da4667635c5bb65eb75c7a14c4279b4fc316fa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator_dodging.qc b/qcsrc/server/mutators/mutator_dodging.qc index 19ed28df9..1d6dd911e 100644 --- a/qcsrc/server/mutators/mutator_dodging.qc +++ b/qcsrc/server/mutators/mutator_dodging.qc @@ -19,31 +19,16 @@ // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done.. .float dodging_action; +// This is the velocity gain to be added over the ramp time. +// It will decrease from frame to frame during dodging_action = 1 +// until it's 0. +.float dodging_velocity_gain; + // the jump part of the dodge cannot be ramped .float dodging_single_action; -void dodging_Initialize() { - // print("dodging_Initialize\n"); - - 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_single_action = 0; - self.dodging_direction_x = 0; - self.dodging_direction_y = 0; -} - MUTATOR_HOOKFUNCTION(dodging_GetCvars) { - // print("dodging_GetCvars\n"); - - string s; - s = strcat1(argv(get_cvars_f)); - - GetCvars_handleFloat(s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout"); - + GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout"); return 0; } @@ -51,10 +36,29 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // print("dodging_PlayerPhysics\n"); float common_factor; + float new_velocity_gain; + 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; - // is dodging enabled at all? if not, do nothing.. if (g_dodging == 0) + clean_up_and_do_nothing = 1; + + // 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; + } // make sure v_up, v_right and v_forward are sane makevectors(self.angles); @@ -62,12 +66,17 @@ 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 * autocvar_sv_dodging_horiz_speed); + if (new_velocity_gain < 0) + new_velocity_gain = 0; + + 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) { @@ -76,21 +85,30 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { self.velocity = self.velocity - + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right) - + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward); + + ((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; + self.velocity = self.velocity - + (cvar("sv_dodging_up_speed") * v_up); + + (autocvar_sv_dodging_up_speed * v_up); + + if (autocvar_sv_dodging_sound == 1) + PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); + + 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; @@ -101,48 +119,78 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { return 0; } + +// returns 1 if the player is close to a wall +float check_close_to_wall(float threshold) { + if (autocvar_sv_dodging_wall_dodging == 0) + return 0; + + 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 1; + + 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 1; + + 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 1; + + 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 1; + + return 0; +} + +float check_close_to_ground(float threshold) { + if (self.flags & FL_ONGROUND) + return 1; + + return 0; +} + + MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { // print("dodging_PlayerPhysics\n"); float length; - float dodge_detected; - vector trace_start; - vector trace_end; - float height_above_ground; + float tap_direction_x; + float tap_direction_y; + + tap_direction_x = 0; + tap_direction_y = 0; + float dodge_detected; if (g_dodging == 0) return 0; 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; - // determine height above ground is below a threshold - trace_start = self.origin; - trace_end = self.origin - (100*v_up); - - traceline(trace_start, trace_end, TRUE, self); - height_above_ground = self.origin_z - trace_endpos_z; - - if (height_above_ground > (fabs(PL_MIN_z) + cvar("sv_dodging_height_threshold"))) + if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1 + && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1) return 0; - // check if our feet are on the ground or at least close :D - //if (!(self.lastflags & FL_ONGROUND)) - // return 0; - if (self.movement_x > 0) { // is this a state change? if (!(self.pressedkeys & KEY_FORWARD)) { if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { + tap_direction_x = 1.0; dodge_detected = 1; - self.dodging_direction_x = 1.0; } self.last_FORWARD_KEY_time = time; } @@ -151,9 +199,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (self.movement_x < 0) { // is this a state change? if (!(self.pressedkeys & KEY_BACKWARD)) { + tap_direction_x = -1.0; if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; - self.dodging_direction_x = -1.0; } self.last_BACKWARD_KEY_time = time; } @@ -162,9 +210,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (self.movement_y > 0) { // is this a state change? if (!(self.pressedkeys & KEY_RIGHT)) { + tap_direction_y = 1.0; if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; - self.dodging_direction_y = 1.0; } self.last_RIGHT_KEY_time = time; } @@ -173,27 +221,27 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (self.movement_y < 0) { // is this a state change? if (!(self.pressedkeys & KEY_LEFT)) { + tap_direction_y = -1.0; if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; - self.dodging_direction_y = -1.0; } self.last_LEFT_KEY_time = time; } } - - if (dodge_detected == 1) { - if (self.movement_z > 0) - self.movement_z = 0; - 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 = 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); @@ -204,7 +252,7 @@ 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.. @@ -213,20 +261,24 @@ MUTATOR_DEFINITION(dodging) // in the physics hook we actually implement the dodge.. MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY); + // get timeout information from the client, so the client can configure it.. MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY); // this just turns on the cvar. MUTATOR_ONADD { g_dodging = 1; - dodging_Initialize(); } // this just turns off the cvar. - MUTATOR_ONREMOVE - { + MUTATOR_ONROLLBACK_OR_REMOVE + { g_dodging = 0; } + MUTATOR_ONREMOVE + { + } + return 0; }