// print("dodging_PlayerPhysics\n");
float length;
- float move_direction_x;
- float move_direction_y;
+ float tap_direction_x;
+ float tap_direction_y;
- move_direction_x = 0;
- move_direction_y = 0;
+ tap_direction_x = 0;
+ tap_direction_y = 0;
float dodge_detected;
if (g_dodging == 0)
self.last_JUMP_KEY_time = time;
if (self.movement_x > 0) {
- move_direction_x = 1.0;
// 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.last_FORWARD_KEY_time = time;
}
if (self.movement_x < 0) {
- move_direction_x = -1.0;
// 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;
}
}
if (self.movement_y > 0) {
- move_direction_y = 1.0;
// 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;
}
}
if (self.movement_y < 0) {
- move_direction_y = -1.0;
// 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_velocity_gain = cvar("sv_dodging_horiz_speed");
- self.dodging_direction_x = move_direction_x;
- self.dodging_direction_y = move_direction_y;
+ 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;