]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_dodging.qc
now CHAN_PLAYER dies
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_dodging.qc
index f9868bcbf18365c7151276b916305d7d6c7abfdb..3b193c163c9d61ea0cce471f7df999bdd0139323 100644 (file)
 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
 .float dodging_action;
 
+// This is the velocity gain to be added over the ramp time.
+// It will decrease from frame to frame during dodging_action = 1
+// until it's 0.
+.float dodging_velocity_gain;
+
 // the jump part of the dodge cannot be ramped
 .float dodging_single_action;
 
@@ -31,6 +36,7 @@ void dodging_Initialize() {
        self.last_LEFT_KEY_time = 0;
        self.last_dodging_time = 0;
        self.dodging_action = 0;
+       self.dodging_velocity_gain = 0;
        self.dodging_single_action = 0;
        self.dodging_direction_x = 0;
        self.dodging_direction_y = 0;
@@ -45,13 +51,24 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        // print("dodging_PlayerPhysics\n");
 
        float common_factor;
+       float new_velocity_gain;
+       float velocity_difference;
+       float clean_up_and_do_nothing;
+
+       new_velocity_gain = 0;
+       clean_up_and_do_nothing = 0;
 
        if (g_dodging == 0)
-               return 0;
+               clean_up_and_do_nothing = 1;
 
        // when swimming, no dodging allowed..
-       if (self.waterlevel >= WATERLEVEL_SWIMMING) {
+       if (self.waterlevel >= WATERLEVEL_SWIMMING)
+               clean_up_and_do_nothing = 1;
+
+       if (clean_up_and_do_nothing != 0) {
                self.dodging_action = 0;
+               self.dodging_direction_x = 0;
+               self.dodging_direction_y = 0;
                return 0;
        }
 
@@ -61,12 +78,17 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code 
        // 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..
-       common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
+       common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
 
        // if ramp time is smaller than frametime we get problems ;D
        if (common_factor > 1) 
                common_factor = 1;
 
+       new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
+       if (new_velocity_gain < 0)
+               new_velocity_gain = 0;
+
+       velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
 
        // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
        if (self.dodging_action == 1) {
@@ -75,18 +97,22 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
 
                self.velocity = 
                          self.velocity 
-                       + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right) 
-                       + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward);
+                       + ((self.dodging_direction_y * velocity_difference) * v_right)
+                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
+
+               self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
        }
 
        // the up part of the dodge is a single shot action
        if (self.dodging_single_action == 1) {
+               self.flags &~= FL_ONGROUND;
+
                self.velocity = 
                          self.velocity 
-                       + (cvar("sv_dodging_up_speed") * v_up);
+                       + (autocvar_sv_dodging_up_speed * v_up);
 
-               if (cvar("sv_dodging_sound") == 1)
-                       PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+               if (autocvar_sv_dodging_sound == 1)
+                       PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
                setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
 
@@ -94,7 +120,7 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        }
 
        // are we done with the dodging ramp yet?
-       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
+       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
        {
                // reset state so next dodge can be done correctly
                self.dodging_action = 0;
@@ -108,7 +134,7 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
 
 // returns 1 if the player is close to a wall
 float check_close_to_wall(float threshold) {
-       if (cvar("sv_dodging_wall_dodging") == 0)
+       if (autocvar_sv_dodging_wall_dodging == 0)
                return 0;
 
        vector trace_start;
@@ -140,20 +166,7 @@ float check_close_to_wall(float threshold) {
 }
 
 float check_close_to_ground(float threshold) {
-       vector trace_start;
-       vector trace_end;
-
-       // determine height above ground is below a threshold
-       trace_start = self.origin;
-       trace_end = self.origin - (1000*v_up);
-
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-
-       // check if the trace hit anything at all
-       if (trace_fraction > 1)
-               return 0;
-
-       if(self.origin_z - trace_endpos_z < threshold) 
+       if (self.flags & FL_ONGROUND)
                return 1;
 
        return 0;
@@ -164,30 +177,32 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        // print("dodging_PlayerPhysics\n");
 
        float length;
+       float tap_direction_x;
+       float tap_direction_y;
+
+       tap_direction_x = 0;
+       tap_direction_y = 0;
+
        float dodge_detected;
        if (g_dodging == 0)
                return 0;
 
        dodge_detected = 0;
 
-       // no dodging and jumping at the same time..
-       if (self.BUTTON_JUMP)
-               return 0;
-
        // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
+       if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
                return 0;
 
-       if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 
-               && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
+       if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1 
+               && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
                return 0;
 
        if (self.movement_x > 0) {
                // is this a state change?
                if (!(self.pressedkeys & KEY_FORWARD)) {
                        if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { 
+                               tap_direction_x = 1.0;
                                dodge_detected = 1;
-                               self.dodging_direction_x = 1.0;
                        }
                        self.last_FORWARD_KEY_time = time;
                }
@@ -196,9 +211,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        if (self.movement_x < 0) {
                // is this a state change?
                if (!(self.pressedkeys & KEY_BACKWARD)) {
+                       tap_direction_x = -1.0;
                        if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        { 
                                dodge_detected = 1;
-                               self.dodging_direction_x = -1.0;
                        }
                        self.last_BACKWARD_KEY_time = time;
                }
@@ -207,9 +222,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        if (self.movement_y > 0) {
                // is this a state change?
                if (!(self.pressedkeys & KEY_RIGHT)) {
+                       tap_direction_y = 1.0;
                        if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   { 
                                dodge_detected = 1;
-                               self.dodging_direction_y = 1.0;
                        }
                        self.last_RIGHT_KEY_time = time;
                }
@@ -218,9 +233,9 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        if (self.movement_y < 0) {
                // is this a state change?
                if (!(self.pressedkeys & KEY_LEFT)) {
+                       tap_direction_y = -1.0;
                        if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    { 
                                dodge_detected = 1;
-                               self.dodging_direction_y = -1.0;
                        }
                        self.last_LEFT_KEY_time = time;
                }
@@ -234,6 +249,11 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
                self.dodging_action = 1;
                self.dodging_single_action = 1;
 
+               self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
+
+               self.dodging_direction_x = tap_direction_x;
+               self.dodging_direction_y = tap_direction_y;
+
                // normalize the dodging_direction vector.. (unlike UT99) XD
                length = length + self.dodging_direction_x * self.dodging_direction_x;
                length = length + self.dodging_direction_y * self.dodging_direction_y;
@@ -246,7 +266,7 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
        return 0;
 }
 
-MUTATOR_DEFINITION(dodging)
+MUTATOR_DEFINITION(mutator_dodging)
 {
        // we need to be called before GetPressedKey does its thing so we can
        // detect state changes and therefore dodging actions..