4 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
5 #define PHYS_DODGING STAT(DODGING)
6 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY)
7 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
8 #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN)
9 #define PHYS_DODGING_FROZEN_NODOUBLETAP STAT(DODGING_FROZEN_NO_DOUBLETAP)
10 #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED)
11 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
12 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD)
13 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD)
14 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME)
15 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED)
16 #define PHYS_DODGING_WALL STAT(DODGING_WALL)
18 #define PHYS_DODGING_FRAMETIME sys_frametime
19 #define PHYS_DODGING g_dodging
20 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
21 #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
22 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
23 #define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
24 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
25 #define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
26 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
27 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
28 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
29 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
30 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
32 float autocvar_sv_dodging_delay;
33 float autocvar_sv_dodging_height_threshold;
34 float autocvar_sv_dodging_horiz_speed;
35 float autocvar_sv_dodging_horiz_speed_frozen;
36 float autocvar_sv_dodging_ramp_time;
37 bool autocvar_sv_dodging_sound;
38 float autocvar_sv_dodging_up_speed;
39 float autocvar_sv_dodging_wall_distance_threshold;
40 bool autocvar_sv_dodging_wall_dodging;
41 bool autocvar_sv_dodging_frozen_doubletap;
48 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
49 .float dodging_action;
51 // the jump part of the dodge cannot be ramped
52 .float dodging_single_action;
54 #include "../../../animdecide.qh"
55 #include "../../../physics.qh"
57 .float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
59 .float stat_dodging = _STAT(DODGING);
60 .float stat_dodging_delay = _STAT(DODGING_DELAY);
61 .float stat_dodging_horiz_speed_frozen = _STAT(DODGING_HORIZ_SPEED_FROZEN);
62 .float stat_dodging_frozen_nodoubletap = _STAT(DODGING_FROZEN_NO_DOUBLETAP);
63 .float stat_dodging_frozen = _STAT(DODGING_FROZEN);
64 .float stat_dodging_horiz_speed = _STAT(DODGING_HORIZ_SPEED);
65 .float stat_dodging_height_threshold = _STAT(DODGING_HEIGHT_THRESHOLD);
66 .float stat_dodging_distance_threshold = _STAT(DODGING_DISTANCE_THRESHOLD);
67 .float stat_dodging_ramp_time = _STAT(DODGING_RAMP_TIME);
68 .float stat_dodging_up_speed = _STAT(DODGING_UP_SPEED);
69 .float stat_dodging_wall = _STAT(DODGING_WALL);
71 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
73 // this just turns on the cvar.
76 g_dodging = cvar("g_dodging");
79 // this just turns off the cvar.
80 MUTATOR_ONROLLBACK_OR_REMOVE
90 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
91 .float dodging_action;
93 // the jump part of the dodge cannot be ramped
94 .float dodging_single_action;
97 // these are used to store the last key press time for each of the keys..
98 .float last_FORWARD_KEY_time;
99 .float last_BACKWARD_KEY_time;
100 .float last_LEFT_KEY_time;
101 .float last_RIGHT_KEY_time;
103 // these store the movement direction at the time of the dodge action happening.
104 .vector dodging_direction;
106 // this indicates the last time a dodge was executed. used to check if another one is allowed
107 // and to ramp up the dodge acceleration in the physics hook.
108 .float last_dodging_time;
110 // This is the velocity gain to be added over the ramp time.
111 // It will decrease from frame to frame during dodging_action = 1
113 .float dodging_velocity_gain;
120 void dodging_UpdateStats()
122 self.stat_dodging = PHYS_DODGING;
123 self.stat_dodging_delay = PHYS_DODGING_DELAY;
124 self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
125 self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
126 self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
127 self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
128 self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
129 self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
130 self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
131 self.stat_dodging_wall = PHYS_DODGING_WALL;
136 // returns 1 if the player is close to a wall
137 bool check_close_to_wall(float threshold)
139 if (PHYS_DODGING_WALL == 0) { return false; }
142 tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self); \
143 if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
154 bool check_close_to_ground(float threshold)
156 return IS_ONGROUND(self) ? true : false;
159 float PM_dodging_checkpressedkeys()
164 float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
165 float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
167 // first check if the last dodge is far enough back in time so we can dodge again
168 if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
171 makevectors(self.angles);
173 if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
174 && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
177 float tap_direction_x = 0;
178 float tap_direction_y = 0;
179 float dodge_detected = 0;
181 #define X(COND,BTN,RESULT) \
182 if (self.movement_##COND) \
183 /* is this a state change? */ \
184 if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
185 tap_direction_##RESULT; \
186 if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
187 dodge_detected = 1; \
188 self.last_##BTN##_KEY_time = time; \
190 X(x < 0, BACKWARD, x--);
191 X(x > 0, FORWARD, x++);
193 X(y > 0, RIGHT, y++);
196 if (dodge_detected == 1)
198 self.last_dodging_time = time;
200 self.dodging_action = 1;
201 self.dodging_single_action = 1;
203 self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
205 self.dodging_direction_x = tap_direction_x;
206 self.dodging_direction_y = tap_direction_y;
208 // normalize the dodging_direction vector.. (unlike UT99) XD
209 float length = self.dodging_direction_x * self.dodging_direction_x
210 + self.dodging_direction_y * self.dodging_direction_y;
211 length = sqrt(length);
213 self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
214 self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
226 dodging_UpdateStats();
232 // when swimming, no dodging allowed..
233 if (self.waterlevel >= WATERLEVEL_SWIMMING)
235 self.dodging_action = 0;
236 self.dodging_direction_x = 0;
237 self.dodging_direction_y = 0;
241 // make sure v_up, v_right and v_forward are sane
242 makevectors(self.angles);
244 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
245 // will be called ramp_time/frametime times = 2 times. so, we need to
246 // add 0.5 * the total speed each frame until the dodge action is done..
247 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
249 // if ramp time is smaller than frametime we get problems ;D
250 common_factor = min(common_factor, 1);
252 float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
253 float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
254 new_velocity_gain = max(0, new_velocity_gain);
256 float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
258 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
259 if (self.dodging_action == 1)
261 //disable jump key during dodge accel phase
262 if(self.movement_z > 0) { self.movement_z = 0; }
264 self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
265 + ((self.dodging_direction_x * velocity_difference) * v_forward);
267 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
270 // the up part of the dodge is a single shot action
271 if (self.dodging_single_action == 1)
273 UNSET_ONGROUND(self);
275 self.velocity += PHYS_DODGING_UP_SPEED * v_up;
278 if (autocvar_sv_dodging_sound)
279 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
281 animdecide_setaction(self, ANIMACTION_JUMP, true);
284 self.dodging_single_action = 0;
287 // are we done with the dodging ramp yet?
288 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
290 // reset state so next dodge can be done correctly
291 self.dodging_action = 0;
292 self.dodging_direction_x = 0;
293 self.dodging_direction_y = 0;
299 MUTATOR_HOOKFUNCTION(dodging, GetCvars)
301 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
305 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
307 // print("dodging_PlayerPhysics\n");
313 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
315 PM_dodging_checkpressedkeys();