#endif
#ifdef CSQC
+ float cvar_cl_dodging_timeout;
#define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
#define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
#elif defined(SVQC)
+ .float cvar_cl_dodging_timeout;
#define PHYS_DODGING_FRAMETIME sys_frametime
#define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
#define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
#include <common/animdecide.qh>
#include <common/physics/player.qh>
-.float cvar_cl_dodging_timeout;
-
REGISTER_MUTATOR(dodging, cvar("g_dodging"))
{
// this just turns on the cvar.
bool PM_dodging_checkpressedkeys(entity this)
{
- // first check if the last dodge is far enough back in time so we can dodge again
- if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
- return false;
-
bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
bool dodge_detected = false;
vector mymovement = PHYS_CS(this).movement;
- #define X(COND,BTN,RESULT) \
- if (mymovement_##COND) \
- /* is this a state change? */ \
- if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
- tap_direction_##RESULT; \
- if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \
- dodge_detected = true; \
- if(PHYS_INPUT_BUTTON_DODGE(this)) \
- dodge_detected = true; \
- this.last_##BTN##_KEY_time = time; \
- }
+ #define X(COND,BTN,RESULT) \
+ if (mymovement_##COND) { \
+ /* is this a state change? */ \
+ if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
+ tap_direction_##RESULT; \
+ if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) { \
+ dodge_detected = true; \
+ } else if(PHYS_INPUT_BUTTON_DODGE(this)) { \
+ dodge_detected = true; \
+ } \
+ this.last_##BTN##_KEY_time = time; \
+ } \
+ }
X(x < 0, BACKWARD, x--);
X(x > 0, FORWARD, x++);
X(y < 0, LEFT, y--);
if (!dodge_detected) return false;
- //LOG_INFOF("dodge keys detected %f, speed %f\n", time, vlen(this.velocity));
+ // this check has to be after checking keys:
+ // the first key press of the double tap is allowed to be before dodging delay,
+ // only the second has to be after, otherwise +dodge gives an advantage because typical repress time is 0.1 s
+ // or higher which means players using +dodge would be able to do it more often
+ if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
+ return false;
makevectors(this.angles);
bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED)));
if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false;
- //LOG_INFOF("dodge delay %f\n", time - this.last_dodging_time); // TODO lowest i got with double press: 0.63
this.last_dodging_time = time;
this.dodging_action = 1;
float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
this.dodging_force_remaining -= velocity_increase;
- //LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
this.velocity += this.dodging_direction.x * velocity_increase * v_forward
+ this.dodging_direction.y * velocity_increase * v_right;
MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
{
entity player = M_ARGV(0, entity);
- //LOG_INFOF("player %s, physics %f\n", player.netname, time);
#ifdef CSQC
PM_dodging_GetPressedKeys(player);
MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
{
entity player = M_ARGV(0, entity);
- //LOG_INFOF("player %s, keys %f\n", player.netname, time);
PM_dodging_checkpressedkeys(player);
}