return false;
}
+#elif defined(CSQC)
+REGISTER_MUTATOR(dodging, true);
#endif
// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
#ifdef CSQC
.int pressedkeys;
+#endif
-#elif defined(SVQC)
-
-void dodging_UpdateStats()
-{SELFPARAM();
- self.stat_dodging = PHYS_DODGING;
- self.stat_dodging_delay = PHYS_DODGING_DELAY;
- self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
- self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
- self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
- self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
- self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
- self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
- self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
- self.stat_dodging_wall = PHYS_DODGING_WALL;
-}
-
+void dodging_UpdateStats(entity this)
+{
+#ifdef SVQC
+ this.stat_dodging = PHYS_DODGING;
+ this.stat_dodging_delay = PHYS_DODGING_DELAY;
+ this.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+ this.stat_dodging_frozen = PHYS_DODGING_FROZEN;
+ this.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
+ this.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
+ this.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
+ this.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
+ this.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
+ this.stat_dodging_wall = PHYS_DODGING_WALL;
#endif
+}
// returns 1 if the player is close to a wall
-bool check_close_to_wall(float threshold)
-{SELFPARAM();
+bool check_close_to_wall(entity this, float threshold)
+{
if (PHYS_DODGING_WALL == 0) { return false; }
#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) \
+ tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
+ if (trace_fraction < 1 && vlen (this.origin - trace_endpos) < threshold) \
return true;
X(1000*v_right);
X(-1000*v_right);
return false;
}
-bool check_close_to_ground(float threshold)
-{SELFPARAM();
- return IS_ONGROUND(self) ? true : false;
+bool check_close_to_ground(entity this, float threshold)
+{
+ return IS_ONGROUND(this) ? true : false;
}
-float PM_dodging_checkpressedkeys()
-{SELFPARAM();
+float PM_dodging_checkpressedkeys(entity this)
+{
if(!PHYS_DODGING)
return false;
- float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+ float frozen_dodging = (PHYS_FROZEN(this) && 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)
+ if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
return false;
- makevectors(self.angles);
+ makevectors(this.angles);
- if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
- && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+ if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+ && check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
return true;
float tap_direction_x = 0;
float tap_direction_y = 0;
- float dodge_detected = 0;
+ bool dodge_detected = false;
#define X(COND,BTN,RESULT) \
- if (self.movement_##COND) \
+ if (this.movement_##COND) \
/* is this a state change? */ \
- if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) { \
+ if(!(PHYS_DODGING_PRESSED_KEYS(this) & 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; \
+ if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this)) \
+ dodge_detected = true; \
+ this.last_##BTN##_KEY_time = time; \
}
X(x < 0, BACKWARD, x--);
X(x > 0, FORWARD, x++);
X(y > 0, RIGHT, y++);
#undef X
- if (dodge_detected == 1)
+ if (dodge_detected)
{
- self.last_dodging_time = time;
+ this.last_dodging_time = time;
- self.dodging_action = 1;
- self.dodging_single_action = 1;
+ this.dodging_action = 1;
+ this.dodging_single_action = 1;
- self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
+ this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
- self.dodging_direction_x = tap_direction_x;
- self.dodging_direction_y = tap_direction_y;
+ this.dodging_direction_x = tap_direction_x;
+ this.dodging_direction_y = tap_direction_y;
// normalize the dodging_direction vector.. (unlike UT99) XD
- float length = self.dodging_direction_x * self.dodging_direction_x
- + self.dodging_direction_y * self.dodging_direction_y;
+ float length = this.dodging_direction_x * this.dodging_direction_x
+ + this.dodging_direction_y * this.dodging_direction_y;
length = sqrt(length);
- self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
- self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
+ this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
+ this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
return true;
}
return false;
}
-void PM_dodging()
-{SELFPARAM();
+void PM_dodging(entity this)
+{
if (!PHYS_DODGING)
return;
-#ifdef SVQC
- dodging_UpdateStats();
-#endif
+ dodging_UpdateStats(this);
- if (PHYS_DEAD(self))
+ if (PHYS_DEAD(this))
return;
// when swimming, no dodging allowed..
- if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ if (this.waterlevel >= WATERLEVEL_SWIMMING)
{
- self.dodging_action = 0;
- self.dodging_direction_x = 0;
- self.dodging_direction_y = 0;
+ this.dodging_action = 0;
+ this.dodging_direction_x = 0;
+ this.dodging_direction_y = 0;
return;
}
// make sure v_up, v_right and v_forward are sane
- makevectors(self.angles);
+ makevectors(this.angles);
// 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
// if ramp time is smaller than frametime we get problems ;D
common_factor = min(common_factor, 1);
- 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);
+ float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
+ float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
new_velocity_gain = max(0, new_velocity_gain);
- float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+ float velocity_difference = this.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)
+ if (this.dodging_action == 1)
{
//disable jump key during dodge accel phase
- if(self.movement_z > 0) { self.movement_z = 0; }
+ if(this.movement_z > 0) { this.movement_z = 0; }
- self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
- + ((self.dodging_direction_x * velocity_difference) * v_forward);
+ this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
+ + ((this.dodging_direction_x * velocity_difference) * v_forward);
- self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
+ this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
}
// the up part of the dodge is a single shot action
- if (self.dodging_single_action == 1)
+ if (this.dodging_single_action == 1)
{
- UNSET_ONGROUND(self);
+ UNSET_ONGROUND(this);
+
+ this.velocity += PHYS_DODGING_UP_SPEED * v_up;
- self.velocity += PHYS_DODGING_UP_SPEED * v_up;
+ #ifdef CSQC
+ LOG_INFO("YES?!\n");
+ #endif
#ifdef SVQC
if (autocvar_sv_dodging_sound)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- animdecide_setaction(self, ANIMACTION_JUMP, true);
+ animdecide_setaction(this, ANIMACTION_JUMP, true);
#endif
- self.dodging_single_action = 0;
+ this.dodging_single_action = 0;
}
// are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
+ if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
{
// reset state so next dodge can be done correctly
- self.dodging_action = 0;
- self.dodging_direction_x = 0;
- self.dodging_direction_y = 0;
+ this.dodging_action = 0;
+ this.dodging_direction_x = 0;
+ this.dodging_direction_y = 0;
}
}
-#ifdef SVQC
-
-MUTATOR_HOOKFUNCTION(dodging, GetCvars)
+void PM_dodging_GetPressedKeys(entity this)
{
- GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
- return false;
+#ifdef CSQC
+ if(!PHYS_DODGING) { return; }
+
+ PM_dodging_checkpressedkeys(this);
+
+ int keys = this.pressedkeys;
+ keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
+ keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
+ keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
+ keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
+
+ keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
+ keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
+ keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
+ keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
+ this.pressedkeys = keys;
+#endif
}
MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
{
// print("dodging_PlayerPhysics\n");
- PM_dodging();
+ PM_dodging_GetPressedKeys(self);
+ PM_dodging(self);
+ return false;
+}
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(dodging, GetCvars)
+{
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
return false;
}
MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
{
- PM_dodging_checkpressedkeys();
-
+ PM_dodging_checkpressedkeys(self);
return false;
}
#endif
-
#endif