// instantly updates pressed keys, for use with dodging (may be out of date, but we can't care)
void PM_dodging_updatepressedkeys()
{
- if (PHYS_INPUT_MOVEVALUES(self)_x > 0) // get if movement keys are pressed
- { // forward key pressed
- self.pressedkeys |= KEY_FORWARD;
- self.pressedkeys &= ~KEY_BACKWARD;
- }
- else if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
- { // backward key pressed
- self.pressedkeys |= KEY_BACKWARD;
- self.pressedkeys &= ~KEY_FORWARD;
- }
- else
- { // no x input
- self.pressedkeys &= ~KEY_FORWARD;
- self.pressedkeys &= ~KEY_BACKWARD;
- }
-
- if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
- { // right key pressed
- self.pressedkeys |= KEY_RIGHT;
- self.pressedkeys &= ~KEY_LEFT;
- }
- else if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
- { // left key pressed
- self.pressedkeys |= KEY_LEFT;
- self.pressedkeys &= ~KEY_RIGHT;
- }
- else
- { // no y input
- self.pressedkeys &= ~KEY_RIGHT;
- self.pressedkeys &= ~KEY_LEFT;
- }
-
- if (PHYS_INPUT_BUTTONS(self) & 2) // get if jump and crouch keys are pressed
- self.pressedkeys |= KEY_JUMP;
- else
- self.pressedkeys &= ~KEY_JUMP;
- if (PHYS_INPUT_BUTTONS(self) & 16)
- self.pressedkeys |= KEY_CROUCH;
- else
- self.pressedkeys &= ~KEY_CROUCH;
-
- if (PHYS_INPUT_BUTTONS(self) & 1)
- self.pressedkeys |= KEY_ATCK;
- else
- self.pressedkeys &= ~KEY_ATCK;
- if (PHYS_INPUT_BUTTONS(self) & 4)
- self.pressedkeys |= KEY_ATCK2;
- else
- self.pressedkeys &= ~KEY_ATCK2;
+ #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
+ X(self.pressedkeys, KEY_FORWARD, PHYS_INPUT_MOVEVALUES(self)_x > 0);
+ X(self.pressedkeys, KEY_BACKWARD, PHYS_INPUT_MOVEVALUES(self)_x < 0);
+ X(self.pressedkeys, KEY_RIGHT, PHYS_INPUT_MOVEVALUES(self)_y > 0);
+ X(self.pressedkeys, KEY_LEFT, PHYS_INPUT_MOVEVALUES(self)_y < 0);
+
+ X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTONS(self) & 1);
+ X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTONS(self) & 2);
+ X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTONS(self) & 4);
+ X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTONS(self) & 16);
+ #undef X
}
#endif
{
if (PHYS_DODGING_WALL == 0) { return FALSE; }
- 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 TRUE;
-
- 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 TRUE;
-
- 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 TRUE;
-
- 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)
+ #define X(OFFSET) \
+ tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, TRUE, self); \
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) \
return TRUE;
+ X(1000*v_right);
+ X(-1000*v_right);
+ X(1000*v_forward);
+ X(-1000*v_forward);
+ #undef X
return FALSE;
}
float check_close_to_ground(float threshold)
{
- if (IS_ONGROUND(self))
- return TRUE;
-
- return FALSE;
+ return IS_ONGROUND(self);
}
void PM_dodging_checkpressedkeys()
{
- if(!PHYS_DODGING) { return; }
-
- float length;
- float tap_direction_x;
- float tap_direction_y;
-
- tap_direction_x = 0;
- tap_direction_y = 0;
+ if(!PHYS_DODGING)
+ return;
- float frozen_dodging, frozen_no_doubletap;
- frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
- frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
-
- float dodge_detected = 0;
+ float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+ float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
// first check if the last dodge is far enough back in time so we can dodge again
if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
&& check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
return;
- if (PHYS_INPUT_MOVEVALUES(self)_x > 0)
- {
- // is this a state change?
- if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_FORWARD) || frozen_no_doubletap)
- {
- if ((time - self.last_FORWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
- {
- tap_direction_x = 1.0;
- dodge_detected = 1;
- }
- self.last_FORWARD_KEY_time = time;
- }
- }
-
- if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
- {
- // is this a state change?
- if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_BACKWARD) || frozen_no_doubletap)
- {
- tap_direction_x = -1.0;
- if ((time - self.last_BACKWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
- {
- dodge_detected = 1;
- }
- self.last_BACKWARD_KEY_time = time;
- }
- }
-
- if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
- {
- // is this a state change?
- if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_RIGHT) || frozen_no_doubletap)
- {
- tap_direction_y = 1.0;
- if ((time - self.last_RIGHT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
- {
- dodge_detected = 1;
- }
- self.last_RIGHT_KEY_time = time;
- }
- }
+ float tap_direction_x = 0;
+ float tap_direction_y = 0;
+ float dodge_detected = 0;
- if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
- {
- // is this a state change?
- if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_LEFT) || frozen_no_doubletap)
- {
- tap_direction_y = -1.0;
- if ((time - self.last_LEFT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
- {
- dodge_detected = 1;
- }
- self.last_LEFT_KEY_time = time;
- }
- }
+ #define X(COND,BTN,RESULT) \
+ if (PHYS_INPUT_MOVEVALUES(self)_##COND) \
+ /* is this a state change? */ \
+ if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
+ tap_direction_##RESULT; \
+ if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self)) \
+ dodge_detected = 1; \
+ self.last_##BTN##_KEY_time = time; \
+ }
+ X(x > 0, FORWARD, x = 1);
+ X(x < 0, BACKWARD, x = -1);
+ X(y > 0, RIGHT, y = 1);
+ X(y < 0, LEFT, y = -1);
+ #undef X
if (dodge_detected == 1)
{
self.dodging_direction_y = tap_direction_y;
// normalize the dodging_direction vector.. (unlike UT99) XD
- length = self.dodging_direction_x * self.dodging_direction_x;
- length = length + self.dodging_direction_y * self.dodging_direction_y;
+ float length = self.dodging_direction_x * self.dodging_direction_x
+ + self.dodging_direction_y * self.dodging_direction_y;
length = sqrt(length);
self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
void PM_dodging()
{
- if(!PHYS_DODGING) { return; }
-
- float common_factor;
- float new_velocity_gain;
- float velocity_difference;
- float clean_up_and_do_nothing;
- float horiz_speed = PHYS_DODGING_HORIZ_SPEED;
+ if (!PHYS_DODGING)
+ return;
#ifdef SVQC
dodging_UpdateStats();
#endif
- if(PHYS_FROZEN(self))
- horiz_speed = PHYS_DODGING_HORIZ_SPEED_FROZEN;
-
- if(PHYS_DEAD(self))
+ if (PHYS_DEAD(self))
return;
- new_velocity_gain = 0;
- clean_up_and_do_nothing = 0;
-
// 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;
// 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 = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
+ float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
// if ramp time is smaller than frametime we get problems ;D
- if (common_factor > 1)
- common_factor = 1;
+ common_factor = min(common_factor, 1);
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
- if (new_velocity_gain < 0)
- new_velocity_gain = 0;
+ float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
+ float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
+ new_velocity_gain = max(0, new_velocity_gain);
- velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+ float 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)
//disable jump key during dodge accel phase
if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_z = 0; }
- self.velocity =
- self.velocity
- + ((self.dodging_direction_y * velocity_difference) * v_right)
- + ((self.dodging_direction_x * velocity_difference) * v_forward);
+ self.velocity += ((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;
}
{
UNSET_ONGROUND(self);
- self.velocity =
- self.velocity
- + (PHYS_DODGING_UP_SPEED * v_up);
+ self.velocity += PHYS_DODGING_UP_SPEED * v_up;
#ifdef SVQC
if (autocvar_sv_dodging_sound == 1)