+.float cvar_cl_dodging_timeout;
+
+
// these are used to store the last key press time for each of the keys..
.float last_FORWARD_KEY_time;
.float last_BACKWARD_KEY_time;
.float last_LEFT_KEY_time;
.float last_RIGHT_KEY_time;
+.float last_JUMP_KEY_time;
// these store the movement direction at the time of the dodge action happening.
.float dodging_direction_x;
// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
.float dodging_action;
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
void dodging_Initialize() {
+ // print("dodging_Initialize\n");
+
self.last_FORWARD_KEY_time = 0;
self.last_BACKWARD_KEY_time = 0;
self.last_RIGHT_KEY_time = 0;
self.last_LEFT_KEY_time = 0;
+ self.last_JUMP_KEY_time = 0;
self.last_dodging_time = 0;
self.dodging_action = 0;
+ self.dodging_single_action = 0;
self.dodging_direction_x = 0;
self.dodging_direction_y = 0;
}
+MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
+ return 0;
+}
+
MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
- // print("physics hook\n");
+ // print("dodging_PlayerPhysics\n");
+
+ float common_factor;
+
+ float clean_up_and_do_nothing;
+
+ clean_up_and_do_nothing = 0;
+
if (g_dodging == 0)
+ clean_up_and_do_nothing = 1;
+
+ // when swimming, no dodging allowed..
+ 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;
+ }
- // ramp up dodging speed by adding some velocity each frame..
+ // make sure v_up, v_right and v_forward are sane
+ makevectors(self.angles);
+
+ // 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");
+
+ // if ramp time is smaller than frametime we get problems ;D
+ if (common_factor > 1)
+ common_factor = 1;
+
+
+ // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
if (self.dodging_action == 1) {
- self.velocity = self.velocity + self.dodging_direction_y * (cvar("sv_dodging_horiz_speed") * v_right) + self.dodging_direction_x * (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);
- self.dodging_action = 0;
+ //disable jump key during dodge accel phase
+ if (self.movement_z > 0) self.movement_z = 0;
+
+ 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);
+ }
+
+ // the up part of the dodge is a single shot action
+ if (self.dodging_single_action == 1) {
+ self.velocity =
+ self.velocity
+ + (cvar("sv_dodging_up_speed") * v_up);
+
+ if (cvar("sv_dodging_sound") == 1)
+ PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+
+ setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
+
+ self.dodging_single_action = 0;
}
// are we done with the dodging ramp yet?
if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
+ {
+ // reset state so next dodge can be done correctly
self.dodging_action = 0;
+ self.dodging_direction_x = 0;
+ self.dodging_direction_y = 0;
+ }
+
+ return 0;
+}
+
+
+// returns 1 if the player is close to a wall
+float check_close_to_wall(float threshold) {
+ if (cvar("sv_dodging_wall_dodging") == 0)
+ return 0;
+
+ vector trace_start;
+ vector trace_end;
+
+ trace_start = self.origin;
+
+ trace_end = self.origin + (1000*v_right);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ trace_end = self.origin - (1000*v_right);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ trace_end = self.origin + (1000*v_forward);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ trace_end = self.origin - (1000*v_forward);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ return 0;
+}
+
+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)
+ return 1;
return 0;
}
+
MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
- float length;
- //print("dodging_hook\n");
+ // print("dodging_PlayerPhysics\n");
+ float length;
+ float dodge_detected;
if (g_dodging == 0)
return 0;
- self.dodging_direction_x = 0;
- self.dodging_direction_y = 0;
- if (self.movement_x > 0) // get if movement keys are pressed
- { // forward key pressed
- if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change?
- if (
- ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
- (self.lastflags & FL_ONGROUND) &&
- ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
- ) { // are we allowed to dodge?
- self.dodging_action = 1;
- self.dodging_direction_x = 1;
- self.last_dodging_time = time;
+ 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"))
+ return 0;
+
+ if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1
+ && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)
+ return 0;
+
+ // remember last jump key time, so we can check in dodging code, if it
+ // was pressed between the two dodges..
+ if (self.BUTTON_JUMP)
+ self.last_JUMP_KEY_time = time;
+
+ 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) {
+ dodge_detected = 1;
+ self.dodging_direction_x = 1.0;
}
self.last_FORWARD_KEY_time = time;
}
}
- if (self.movement_x < 0) // get if movement keys are pressed
- { // forward key pressed
- if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change?
- if (
- ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
- (self.lastflags & FL_ONGROUND) &&
- ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
- ) { // are we allowed to dodge?
- self.dodging_action = 1;
- self.dodging_direction_x = -1;
- self.last_dodging_time = time;
+ if (self.movement_x < 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_BACKWARD)) {
+ 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;
}
}
- // normalize the dodging_direction vector..
- length += self.dodging_direction_x * self.dodging_direction_x;
- length += self.dodging_direction_y * self.dodging_direction_y;
- length = sqrt(length);
+ if (self.movement_y > 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_RIGHT)) {
+ 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;
+ }
+ }
+
+ if (self.movement_y < 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_LEFT)) {
+ 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;
+ }
+ }
- self.dodging_direction_x *= 1/length;
- self.dodging_direction_y *= 1/length;
+
+
+ if (dodge_detected == 1) {
+ // If the player pressed JUMP between the two taps, disallow dodging,
+ // cause he obviously wants to jump instead
+ if ((time - self.last_JUMP_KEY_time) < self.cvar_cl_dodging_timeout)
+ return 0;
+
+ self.last_dodging_time = time;
+
+ self.dodging_action = 1;
+ self.dodging_single_action = 1;
+
+ // 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;
+ length = sqrt(length);
+
+ self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
+ self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
+ }
return 0;
}
// in the physics hook we actually implement the dodge..
MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
- // this just turns on the cvar. TODO: implement :D
+ // get timeout information from the client, so the client can configure it..
+ MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
+
+ // this just turns on the cvar.
MUTATOR_ONADD
{
g_dodging = 1;
dodging_Initialize();
}
- // this just turns off the cvar. TODO: implement :D
+ // this just turns off the cvar.
MUTATOR_ONREMOVE
{
g_dodging = 0;
}
return 0;
-}
\ No newline at end of file
+}