// ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
if (self.dodging_action == 1) {
//disable jump key during dodge accel phase
- if (self.movement.z > 0) self.movement_z = 0;
+ if (self.movement_z > 0) self.movement_z = 0;
self.velocity +=
self.velocity
- + ((self.dodging_direction.y * velocity_difference) * v_right)
- + ((self.dodging_direction.x * velocity_difference) * 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;
}
&& check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
return 0;
- if (self.movement.x > 0) {
+ if (self.movement_x > 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
- tap_direction.x = 1.0;
+ tap_direction_x = 1.0;
dodge_detected = 1;
}
self.last_FORWARD_KEY_time = time;
}
}
- if (self.movement.x < 0) {
+ if (self.movement_x < 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
- tap_direction.x = -1.0;
+ tap_direction_x = -1.0;
if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
}
}
}
- if (self.movement.y > 0) {
+ if (self.movement_y > 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
- tap_direction.y = 1.0;
+ tap_direction_y = 1.0;
if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
}
}
}
- if (self.movement.y < 0) {
+ if (self.movement_y < 0) {
// is this a state change?
if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
- tap_direction.y = -1.0;
+ tap_direction_y = -1.0;
if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
}
self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
- self.dodging_direction_x = tap_direction.x;
- self.dodging_direction_y = tap_direction.y;
+ self.dodging_direction_x = tap_direction_x;
+ self.dodging_direction_y = tap_direction_y;
// normalize the dodging_direction vector.. (unlike UT99) XD
- length = self.dodging_direction.x * self.dodging_direction.x;
- length = length + self.dodging_direction.y * self.dodging_direction.y;
+ length = self.dodging_direction_x * self.dodging_direction_x;
+ length = length + self.dodging_direction_y * self.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;
+ self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
+ self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
}
return 0;