X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator_dodging.qc;h=3f808499a8d4a5bd015b28ceec3a86d62797b3b2;hb=3b2bc1bdee04f4c454279bf14ac8ed6b37c6ddb5;hp=969c980a298dd44d7f085672385b4cf28650b815;hpb=7170086b517c814aa5ea60985993900492c8770a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator_dodging.qc b/qcsrc/server/mutators/mutator_dodging.qc index 969c980a2..3f808499a 100644 --- a/qcsrc/server/mutators/mutator_dodging.qc +++ b/qcsrc/server/mutators/mutator_dodging.qc @@ -16,32 +16,11 @@ // 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; - // 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_velocity_gain = 0; - self.dodging_single_action = 0; - self.dodging_direction_x = 0; - self.dodging_direction_y = 0; -} - MUTATOR_HOOKFUNCTION(dodging_GetCvars) { GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout"); return 0; @@ -54,6 +33,10 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { float new_velocity_gain; float velocity_difference; float clean_up_and_do_nothing; + float horiz_speed = autocvar_sv_dodging_horiz_speed; + + if(self.freezetag_frozen) + horiz_speed = autocvar_sv_dodging_horiz_speed_frozen; if (self.deadflag != DEAD_NO) return 0; @@ -78,16 +61,16 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // make sure v_up, v_right and v_forward are sane 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 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; // if ramp time is smaller than frametime we get problems ;D - if (common_factor > 1) + if (common_factor > 1) common_factor = 1; - new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed); + new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed); if (new_velocity_gain < 0) new_velocity_gain = 0; @@ -98,8 +81,8 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { //disable jump key during dodge accel phase if (self.movement_z > 0) self.movement_z = 0; - self.velocity = - self.velocity + self.velocity = + self.velocity + ((self.dodging_direction_y * velocity_difference) * v_right) + ((self.dodging_direction_x * velocity_difference) * v_forward); @@ -108,10 +91,10 @@ 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.flags &= ~FL_ONGROUND; - self.velocity = - self.velocity + self.velocity = + self.velocity + (autocvar_sv_dodging_up_speed * v_up); if (autocvar_sv_dodging_sound == 1) @@ -186,6 +169,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { tap_direction_x = 0; tap_direction_y = 0; + float frozen_dodging; + frozen_dodging = (self.freezetag_frozen && autocvar_sv_dodging_frozen); + float dodge_detected; if (g_dodging == 0) return 0; @@ -196,14 +182,14 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay) return 0; - if (check_close_to_ground(autocvar_sv_dodging_height_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; 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) { + if (!(self.pressedkeys & KEY_FORWARD) || frozen_dodging) { + if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { tap_direction_x = 1.0; dodge_detected = 1; } @@ -213,9 +199,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (self.movement_x < 0) { // is this a state change? - if (!(self.pressedkeys & KEY_BACKWARD)) { + if (!(self.pressedkeys & KEY_BACKWARD) || frozen_dodging) { tap_direction_x = -1.0; - if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { + if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } self.last_BACKWARD_KEY_time = time; @@ -224,9 +210,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (self.movement_y > 0) { // is this a state change? - if (!(self.pressedkeys & KEY_RIGHT)) { + if (!(self.pressedkeys & KEY_RIGHT) || frozen_dodging) { tap_direction_y = 1.0; - if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { + if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } self.last_RIGHT_KEY_time = time; @@ -235,9 +221,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { if (self.movement_y < 0) { // is this a state change? - if (!(self.pressedkeys & KEY_LEFT)) { + if (!(self.pressedkeys & KEY_LEFT) || frozen_dodging) { tap_direction_y = -1.0; - if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { + if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { dodge_detected = 1; } self.last_LEFT_KEY_time = time; @@ -283,14 +269,17 @@ MUTATOR_DEFINITION(mutator_dodging) 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; }