if(!PHYS_DODGING)
return false;
- float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN);
+ float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
// first check if the last dodge is far enough back in time so we can dodge again