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
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