2 .float cvar_cl_dodging_timeout;
5 // these are used to store the last key press time for each of the keys..
6 .float last_FORWARD_KEY_time;
7 .float last_BACKWARD_KEY_time;
8 .float last_LEFT_KEY_time;
9 .float last_RIGHT_KEY_time;
11 // these store the movement direction at the time of the dodge action happening.
12 .float dodging_direction_x;
13 .float dodging_direction_y;
15 // this indicates the last time a dodge was executed. used to check if another one is allowed
16 // and to ramp up the dodge acceleration in the physics hook.
17 .float last_dodging_time;
19 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
20 .float dodging_action;
22 // the jump part of the dodge cannot be ramped
23 .float dodging_single_action;
25 void dodging_Initialize() {
26 // print("dodging_Initialize\n");
28 self.last_FORWARD_KEY_time = 0;
29 self.last_BACKWARD_KEY_time = 0;
30 self.last_RIGHT_KEY_time = 0;
31 self.last_LEFT_KEY_time = 0;
32 self.last_dodging_time = 0;
33 self.dodging_action = 0;
34 self.dodging_single_action = 0;
35 self.dodging_direction_x = 0;
36 self.dodging_direction_y = 0;
39 MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
40 // print("dodging_GetCvars\n");
43 s = strcat1(argv(get_cvars_f));
45 GetCvars_handleFloat(s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
50 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
51 // print("dodging_PlayerPhysics\n");
55 // is dodging enabled at all? if not, do nothing..
59 // make sure v_up, v_right and v_forward are sane
60 makevectors(self.angles);
62 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
63 // will be called ramp_time/frametime times = 2 times. so, we need to
64 // add 0.5 * the total speed each frame until the dodge action is done..
65 common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
67 // if ramp time is smaller than frametime we get problems ;D
68 if (common_factor > 1)
72 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
73 if (self.dodging_action == 1) {
76 + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right)
77 + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward);
80 // the up part of the dodge is a single shot action
81 if (self.dodging_single_action == 1) {
84 + (cvar("sv_dodging_up_speed") * v_up);
86 self.dodging_single_action = 0;
89 // are we done with the dodging ramp yet?
90 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
92 // reset state so next dodge can be done correctly
93 self.dodging_action = 0;
94 self.dodging_direction_x = 0;
95 self.dodging_direction_y = 0;
101 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
102 // print("dodging_PlayerPhysics\n");
105 float dodge_detected;
112 // first check if the last dodge is far enough back in time so we can dodge again
113 if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
116 // check if our feet are on the ground :D
117 if (!(self.lastflags & FL_ONGROUND))
122 // self.cvar_cl_dodging_timeout = 0.2;
124 if (self.movement_x > 0) {
125 // is this a state change?
126 if (!(self.pressedkeys & KEY_FORWARD)) {
127 if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
129 self.dodging_direction_x = 1.0;
130 self.last_dodging_time = time;
132 self.last_FORWARD_KEY_time = time;
136 if (self.movement_x < 0) {
137 // is this a state change?
138 if (!(self.pressedkeys & KEY_BACKWARD)) {
139 if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
141 self.dodging_direction_x = -1.0;
142 self.last_dodging_time = time;
144 self.last_BACKWARD_KEY_time = time;
148 if (self.movement_y > 0) {
149 // is this a state change?
150 if (!(self.pressedkeys & KEY_RIGHT)) {
151 if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
153 self.dodging_direction_y = 1.0;
154 self.last_dodging_time = time;
156 self.last_RIGHT_KEY_time = time;
160 if (self.movement_y < 0) {
161 // is this a state change?
162 if (!(self.pressedkeys & KEY_LEFT)) {
163 if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
165 self.dodging_direction_y = -1.0;
166 self.last_dodging_time = time;
168 self.last_LEFT_KEY_time = time;
174 if (dodge_detected == 1) {
175 self.dodging_action = 1;
176 self.dodging_single_action = 1;
178 // normalize the dodging_direction vector.. (unlike UT99) XD
179 length = length + self.dodging_direction_x * self.dodging_direction_x;
180 length = length + self.dodging_direction_y * self.dodging_direction_y;
181 length = sqrt(length);
183 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
184 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
190 MUTATOR_DEFINITION(dodging)
192 // we need to be called before GetPressedKey does its thing so we can
193 // detect state changes and therefore dodging actions..
194 MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
196 // in the physics hook we actually implement the dodge..
197 MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
199 MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
201 // this just turns on the cvar.
205 dodging_Initialize();
208 // this just turns off the cvar.