.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;
+// 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;
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_velocity_gain = 0;
self.dodging_single_action = 0;
self.dodging_direction_x = 0;
self.dodging_direction_y = 0;
// 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;
- // is dodging enabled at all? if not, do nothing..
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;
+ }
// make sure v_up, v_right and v_forward are sane
makevectors(self.angles);
if (common_factor > 1)
common_factor = 1;
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("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) {
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
// 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;
&& 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) {
+ tap_direction_x = 1.0;
dodge_detected = 1;
- self.dodging_direction_x = 1.0;
}
self.last_FORWARD_KEY_time = time;
}
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;
}
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;
}
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;
}
if (dodge_detected == 1) {
- if (self.movement_z > 0)
- self.movement_z = 0;
+ // 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;
+ self.dodging_velocity_gain = cvar("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;