// value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)\r
}\r
\r
+/*\r
+=============\r
+PlayerDodge\r
+\r
+When you double-press a movement key rapidly to leap in that direction\r
+=============\r
+*/\r
+void PlayerDodge()\r
+{\r
+ float common_factor;\r
+ float new_velocity_gain;\r
+ float velocity_difference;\r
+\r
+ // make sure v_up, v_right and v_forward are sane\r
+ makevectors(self.angles);\r
+\r
+ // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code \r
+ // will be called ramp_time/frametime times = 2 times. so, we need to \r
+ // add 0.5 * the total speed each frame until the dodge action is done..\r
+ common_factor = sys_frametime / cvar("sv_dodging_ramp_time");\r
+\r
+ // if ramp time is smaller than frametime we get problems ;D\r
+ if (common_factor > 1) \r
+ common_factor = 1;\r
+\r
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));\r
+\r
+ if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
+ new_velocity_gain *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
+ if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
+ new_velocity_gain *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+ if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
+ new_velocity_gain *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
+\r
+ if (new_velocity_gain < 0)\r
+ new_velocity_gain = 0;\r
+\r
+ velocity_difference = self.dodging_velocity_gain - new_velocity_gain;\r
+\r
+ // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D\r
+ if (self.dodging_action == 1) {\r
+ //disable jump key during dodge accel phase\r
+ if (self.movement_z > 0) self.movement_z = 0;\r
+\r
+ self.velocity = \r
+ self.velocity \r
+ + ((self.dodging_direction_y * velocity_difference) * v_right)\r
+ + ((self.dodging_direction_x * velocity_difference) * v_forward);\r
+\r
+ self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;\r
+ }\r
+\r
+ // the up part of the dodge is a single shot action\r
+ if (self.dodging_single_action == 1) {\r
+ self.flags &~= FL_ONGROUND;\r
+\r
+ self.velocity = \r
+ self.velocity \r
+ + (cvar("sv_dodging_up_speed") * v_up);\r
+\r
+ if (cvar("sv_dodging_sound"))\r
+ PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
+\r
+ setanim(self, self.anim_jump, TRUE, FALSE, TRUE);\r
+\r
+ self.dodging_single_action = 0;\r
+ }\r
+\r
+ // are we done with the dodging ramp yet?\r
+ if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))\r
+ {\r
+ // reset state so next dodge can be done correctly\r
+ self.dodging_action = 0;\r
+ self.dodging_direction_x = 0;\r
+ self.dodging_direction_y = 0;\r
+ }\r
+}\r
+\r
void CheckWaterJump()\r
{\r
local vector start, end;\r
WriteString(msg, speedaward_alltimebest_holder);\r
}\r
\r
-void dodging()\r
-{\r
- float common_factor;\r
- float new_velocity_gain;\r
- float velocity_difference;\r
- float clean_up_and_do_nothing;\r
-\r
- new_velocity_gain = 0;\r
- clean_up_and_do_nothing = 0;\r
-\r
- if (cvar("g_dodging") == 0)\r
- clean_up_and_do_nothing = 1;\r
-\r
- // when swimming, no dodging allowed..\r
- if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
- clean_up_and_do_nothing = 1;\r
-\r
- if (clean_up_and_do_nothing != 0) {\r
- self.dodging_action = 0;\r
- self.dodging_direction_x = 0;\r
- self.dodging_direction_y = 0;\r
- return;\r
- }\r
-\r
- // make sure v_up, v_right and v_forward are sane\r
- makevectors(self.angles);\r
-\r
- // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code \r
- // will be called ramp_time/frametime times = 2 times. so, we need to \r
- // add 0.5 * the total speed each frame until the dodge action is done..\r
- common_factor = sys_frametime / cvar("sv_dodging_ramp_time");\r
-\r
- // if ramp time is smaller than frametime we get problems ;D\r
- if (common_factor > 1) \r
- common_factor = 1;\r
-\r
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));\r
-\r
- if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
- new_velocity_gain *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
- if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
- new_velocity_gain *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
- if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
- new_velocity_gain *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
-\r
- if (new_velocity_gain < 0)\r
- new_velocity_gain = 0;\r
-\r
- velocity_difference = self.dodging_velocity_gain - new_velocity_gain;\r
-\r
- // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D\r
- if (self.dodging_action == 1) {\r
- //disable jump key during dodge accel phase\r
- if (self.movement_z > 0) self.movement_z = 0;\r
-\r
- self.velocity = \r
- self.velocity \r
- + ((self.dodging_direction_y * velocity_difference) * v_right)\r
- + ((self.dodging_direction_x * velocity_difference) * v_forward);\r
-\r
- self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;\r
- }\r
-\r
- // the up part of the dodge is a single shot action\r
- if (self.dodging_single_action == 1) {\r
- self.flags &~= FL_ONGROUND;\r
-\r
- self.velocity = \r
- self.velocity \r
- + (cvar("sv_dodging_up_speed") * v_up);\r
-\r
- if (cvar("sv_dodging_sound"))\r
- PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
-\r
- setanim(self, self.anim_jump, TRUE, FALSE, TRUE);\r
-\r
- self.dodging_single_action = 0;\r
- }\r
-\r
- // are we done with the dodging ramp yet?\r
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))\r
- {\r
- // reset state so next dodge can be done correctly\r
- self.dodging_action = 0;\r
- self.dodging_direction_x = 0;\r
- self.dodging_direction_y = 0;\r
- }\r
-\r
- return;\r
-}\r
-\r
string GetMapname(void);\r
float speedaward_lastupdate;\r
float speedaward_lastsent;\r
}\r
}\r
\r
- // execute dodging code\r
- dodging();\r
+ // dodging code\r
+ if (cvar("g_dodging") == 0 || self.waterlevel >= WATERLEVEL_SWIMMING) // when swimming, no dodging allowed..\r
+ {\r
+ self.dodging_action = 0;\r
+ self.dodging_direction_x = 0;\r
+ self.dodging_direction_y = 0;\r
+ }\r
+ else\r
+ PlayerDodge();\r
\r
if((g_cts || g_race) && self.classname != "observer") {\r
if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {\r