if (mymovement_##COND) { \
/* is this a state change? */ \
if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
- /*LOG_INFOF("key press %f - %s\n", time, #BTN);*/ \
tap_direction_##RESULT; \
if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) { \
- /*LOG_INFOF("dodge repress %f (%s)\n", time - this.last_##BTN##_KEY_time, this.netname);*/ \
dodge_detected = true; \
} else if(PHYS_INPUT_BUTTON_DODGE(this)) { \
dodge_detected = true; \
#undef X
if (!dodge_detected) return false;
- //LOG_INFOF("dodge keys detected %f - delay %f - %s\n", time, time - this.last_dodging_time, this.netname);
// this check has to be after checking keys:
// the first key press of the double tap is allowed to be before dodging delay,
this.dodging_force_total = determine_force(this);
this.dodging_force_remaining = this.dodging_force_total;
- //LOG_INFOF("speed %d -> %f\n", vlen(vec2(this.velocity)), this.dodging_force_total);
this.dodging_direction.x = tap_direction_x;
this.dodging_direction.y = tap_direction_y;
float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
this.dodging_force_remaining -= velocity_increase;
- //LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
this.velocity += this.dodging_direction.x * velocity_increase * v_forward
+ this.dodging_direction.y * velocity_increase * v_right;
MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
{
entity player = M_ARGV(0, entity);
- //LOG_INFOF("player %s, physics %f\n", player.netname, time);
#ifdef CSQC
PM_dodging_GetPressedKeys(player);
MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
{
entity player = M_ARGV(0, entity);
- //LOG_INFOF("player %s, keys %f\n", player.netname, time);
PM_dodging_checkpressedkeys(player);
}