WriteString(msg, speedaward_alltimebest_holder);\r
}\r
\r
+void dodging()\r
+{\r
+ float common_factor;\r
+ float new_velocity_gain;\r
+ float velocity_difference;\r
+ float clean_up_and_do_nothing;\r
+\r
+ new_velocity_gain = 0;\r
+ clean_up_and_do_nothing = 0;\r
+\r
+ if (cvar("g_dodging") == 0)\r
+ clean_up_and_do_nothing = 1;\r
+\r
+ // when swimming, no dodging allowed..\r
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
+ clean_up_and_do_nothing = 1;\r
+\r
+ if (clean_up_and_do_nothing != 0) {\r
+ self.dodging_action = 0;\r
+ self.dodging_direction_x = 0;\r
+ self.dodging_direction_y = 0;\r
+ return;\r
+ }\r
+\r
+ // make sure v_up, v_right and v_forward are sane\r
+ makevectors(self.angles);\r
+\r
+ // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code \r
+ // will be called ramp_time/frametime times = 2 times. so, we need to \r
+ // add 0.5 * the total speed each frame until the dodge action is done..\r
+ common_factor = sys_frametime / cvar("sv_dodging_ramp_time");\r
+\r
+ // if ramp time is smaller than frametime we get problems ;D\r
+ if (common_factor > 1) \r
+ common_factor = 1;\r
+\r
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));\r
+ if (new_velocity_gain < 0)\r
+ new_velocity_gain = 0;\r
+\r
+ velocity_difference = self.dodging_velocity_gain - new_velocity_gain;\r
+\r
+ // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D\r
+ if (self.dodging_action == 1) {\r
+ //disable jump key during dodge accel phase\r
+ if (self.movement_z > 0) self.movement_z = 0;\r
+\r
+ self.velocity = \r
+ self.velocity \r
+ + ((self.dodging_direction_y * velocity_difference) * v_right)\r
+ + ((self.dodging_direction_x * velocity_difference) * v_forward);\r
+\r
+ self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;\r
+ }\r
+\r
+ // the up part of the dodge is a single shot action\r
+ if (self.dodging_single_action == 1) {\r
+ self.flags &~= FL_ONGROUND;\r
+\r
+ self.velocity = \r
+ self.velocity \r
+ + (cvar("sv_dodging_up_speed") * v_up);\r
+\r
+ if (cvar("sv_dodging_sound"))\r
+ PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+\r
+ setanim(self, self.anim_jump, TRUE, FALSE, TRUE);\r
+\r
+ self.dodging_single_action = 0;\r
+ }\r
+\r
+ // are we done with the dodging ramp yet?\r
+ if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))\r
+ {\r
+ // reset state so next dodge can be done correctly\r
+ self.dodging_action = 0;\r
+ self.dodging_direction_x = 0;\r
+ self.dodging_direction_y = 0;\r
+ }\r
+\r
+ return;\r
+}\r
+\r
string GetMapname(void);\r
float speedaward_lastupdate;\r
float speedaward_lastsent;\r
}\r
}\r
\r
+ // execute dodging code\r
+ dodging();\r
+\r
if((g_cts || g_race) && self.classname != "observer") {\r
if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {\r
speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');\r