// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
.float dodging_action;
+// This is the velocity gain to be added over the ramp time.
+// It will decrease from frame to frame during dodging_action = 1
+// until it's 0.
+.float dodging_velocity_gain;
+
// the jump part of the dodge cannot be ramped
.float dodging_single_action;
self.last_JUMP_KEY_time = 0;
self.last_dodging_time = 0;
self.dodging_action = 0;
+ self.dodging_velocity_gain = 0;
self.dodging_single_action = 0;
self.dodging_direction_x = 0;
self.dodging_direction_y = 0;
// print("dodging_PlayerPhysics\n");
float common_factor;
-
+ float new_velocity_gain;
+ float velocity_difference;
float clean_up_and_do_nothing;
+ new_velocity_gain = 0;
clean_up_and_do_nothing = 0;
if (g_dodging == 0)
if (common_factor > 1)
common_factor = 1;
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
+ if (new_velocity_gain < 0)
+ new_velocity_gain = 0;
+
+ velocity_difference = self.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) {
self.velocity =
self.velocity
- + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right)
- + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward);
+ + ((self.dodging_direction_y * velocity_difference) * v_right)
+ + ((self.dodging_direction_x * velocity_difference) * v_forward);
+
+ self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
}
// the up part of the dodge is a single shot action
self.dodging_action = 1;
self.dodging_single_action = 1;
+ self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");
+
self.dodging_direction_x = move_direction_x;
self.dodging_direction_y = move_direction_y;