#define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
#define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
#define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
-#define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed // TODO separate max air speed, fix frozen dodging
+#define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
+#define PHYS_DODGING_AIR_MAXSPEED autocvar_sv_dodging_air_maxspeed
// we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
#if 0
#define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
#define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
#define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
+#define PHYS_DODGING_AIR_MAXSPEED STAT(DODGING_AIR_MAXSPEED, this)
#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;
- makevectors(this.angles);
-
- bool wall_dodge = false;
+ // 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;
- if(!PHYS_DODGING_AIR)
- if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD)) // TODO first check wall wallldodging - this fails for sloped walls
- {
- wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
- if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
- return false;
- }
+ makevectors(this.angles);
- if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
- return false;
+ bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED)));
+ bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
+ 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;
this.last_dodging_time = time;
// will be called ramp_time/frametime times = 2 times. so, we need to
// add 0.5 * the total speed each frame until the dodge action is done..
float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
- //common_factor /= 2; // FIXME this is WRONG but this function is called twice per frame!!!
-
- // if ramp time is smaller than frametime we get problems ;D
- common_factor = min(common_factor, 1); // TODO necessary with dodging_force_remaining?
+ // NOTE: depending on cl_netfps the client may (and probably will) send more input frames during each server frame
+ // but common_factor uses server frame rate so players with higher cl_netfps will ramp slightly faster
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);
}