}
MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
+ float length;
+
// print("physics hook\n");
if (g_dodging == 0)
return 0;
+ length += self.dodging_direction_x * self.dodging_direction_x;
+ length += self.dodging_direction_y * self.dodging_direction_y;
+ length = sqrt(length);
+
+ self.dodging_direction_x *= 1/length;
+ self.dodging_direction_y *= 1/length;
+
// ramp up dodging speed by adding some velocity each frame..
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);//'100 0 50';