#define PHYS_DODGING g_dodging
#define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
#define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
-#define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
+#define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
#define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold // TODO not used - kill? (also below)
#define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
#define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
#define PHYS_DODGING STAT(DODGING, this)
#define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
#define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
-#define PHYS_DODGING_FROZEN_NODOUBLETAP STAT(DODGING_FROZEN_NO_DOUBLETAP, this)
+#define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
#define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
#define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED, this)
#define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN, this)
return false;
bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
- bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
+ bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
float tap_direction_x = 0;
float tap_direction_y = 0;
REGISTER_STAT(DODGING, int, g_dodging)
REGISTER_STAT(DODGING_DELAY, float, autocvar_sv_dodging_delay)
REGISTER_STAT(DODGING_DISTANCE_THRESHOLD, float, autocvar_sv_dodging_wall_distance_threshold)
-REGISTER_STAT(DODGING_FROZEN_NO_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
+REGISTER_STAT(DODGING_FROZEN_DOUBLETAP, int, autocvar_sv_dodging_frozen_doubletap)
REGISTER_STAT(DODGING_HEIGHT_THRESHOLD, float, autocvar_sv_dodging_height_threshold)
REGISTER_STAT(DODGING_HORIZ_SPEED, float, autocvar_sv_dodging_horiz_speed)
REGISTER_STAT(DODGING_HORIZ_SPEED_FROZEN, float, autocvar_sv_dodging_horiz_speed_frozen)