+#ifdef SVQC
+
.float cvar_cl_dodging_timeout;
+.float stat_dodging;
+.float stat_dodging_timeout;
+.float stat_dodging_delay;
+.float stat_dodging_horiz_speed_frozen;
+.float stat_dodging_frozen_nodoubletap;
+.float stat_dodging_frozen;
+.float stat_dodging_horiz_speed;
+.float stat_dodging_height_threshold;
+.float stat_dodging_distance_threshold;
+.float stat_dodging_ramp_time;
+.float stat_dodging_up_speed;
+.float stat_dodging_wall;
+
+#endif
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
// these are used to store the last key press time for each of the keys..
.float last_FORWARD_KEY_time;
// until it's 0.
.float dodging_velocity_gain;
-MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
- GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
- return 0;
+#ifdef CSQC
+.float pressedkeys;
+
+#define PHYS_INPUT_MOVEVALUES(s) input_movevalues
+#define PHYS_INPUT_BUTTONS(s) input_buttons
+#define PHYS_INPUT_ANGLES(s) input_angles
+
+#define UNSET_ONGROUND(s) s.pmove_flags &= ~PMF_ONGROUND
+#define PHYS_FROZEN(s) getstati(STAT_FROZEN)
+#define IS_ONGROUND(s) (s.pmove_flags & PMF_ONGROUND)
+
+#define PHYS_DODGING_FRAMETIME input_timelength
+#define PHYS_DODGING getstati(STAT_DODGING)
+#define PHYS_DODGING_DELAY getstati(STAT_DODGING_DELAY)
+#define PHYS_DODGING_TIMEOUT(s) getstatf(STAT_DODGING_TIMEOUT)
+#define PHYS_DODGING_HORIZ_SPEED_FROZEN getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
+#define PHYS_DODGING_FROZEN getstati(STAT_DODGING_FROZEN)
+#define PHYS_DODGING_FROZEN_NODOUBLETAP getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
+#define PHYS_DODGING_HORIZ_SPEED getstatf(STAT_DODGING_HORIZ_SPEED)
+#define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
+#define PHYS_DODGING_HEIGHT_THRESHOLD getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
+#define PHYS_DODGING_DISTANCE_THRESHOLD getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
+#define PHYS_DODGING_RAMP_TIME getstatf(STAT_DODGING_RAMP_TIME)
+#define PHYS_DODGING_UP_SPEED getstatf(STAT_DODGING_UP_SPEED)
+#define PHYS_DODGING_WALL getstatf(STAT_DODGING_WALL)
+
+#elif defined(SVQC)
+
+#define PHYS_INPUT_ANGLES(s) s.angles
+#define PHYS_INPUT_MOVEVALUES(s) s.movement
+#define PHYS_INPUT_BUTTONS(s) (s.BUTTON_ATCK + 2 * s.BUTTON_JUMP + 4 * s.BUTTON_ATCK2 + 8 * s.BUTTON_ZOOM + 16 * s.BUTTON_CROUCH + 32 * s.BUTTON_HOOK + 64 * s.BUTTON_USE + 128 * (s.movement_x < 0) + 256 * (s.movement_x > 0) + 512 * (s.movement_y < 0) + 1024 * (s.movement_y > 0))
+#define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND
+#define PHYS_FROZEN(s) s.frozen
+#define IS_ONGROUND(s) (s.flags & FL_ONGROUND)
+
+#define PHYS_DODGING_FRAMETIME sys_frametime
+#define PHYS_DODGING g_dodging
+#define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
+#define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
+#define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
+#define PHYS_DODGING_FROZEN autocvar_sv_dodging_frozen
+#define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap
+#define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
+#define PHYS_DODGING_PRESSED_KEYS(s) s.pressedkeys
+#define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
+#define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
+#define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
+#define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
+#define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
+
+
+void dodging_UpdateStats()
+{
+ self.stat_dodging = PHYS_DODGING;
+ self.stat_dodging_delay = PHYS_DODGING_DELAY;
+ self.stat_dodging_timeout = PHYS_DODGING_TIMEOUT(self);
+ 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;
}
-MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
- // print("dodging_PlayerPhysics\n");
-
- float common_factor;
- float new_velocity_gain;
- float velocity_difference;
- float clean_up_and_do_nothing;
- float horiz_speed = autocvar_sv_dodging_horiz_speed;
-
- if(self.frozen)
- horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
-
- if (self.deadflag != DEAD_NO)
- return 0;
-
- new_velocity_gain = 0;
- clean_up_and_do_nothing = 0;
-
- if (g_dodging == 0)
- clean_up_and_do_nothing = 1;
-
- // when swimming, no dodging allowed..
- if (self.waterlevel >= WATERLEVEL_SWIMMING)
- clean_up_and_do_nothing = 1;
+void dodging_Initialize()
+{
+ addstat(STAT_DODGING, AS_INT, stat_dodging);
+ addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
+ addstat(STAT_DODGING_TIMEOUT, AS_FLOAT, cvar_cl_dodging_timeout); // we stat this, so it is updated on the client when updated on server (otherwise, chaos)
+ addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
+ addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
+ addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+ addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
+ addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
+ addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
+ addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
+ addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
+ addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
+}
- if (clean_up_and_do_nothing != 0) {
- self.dodging_action = 0;
- self.dodging_direction_x = 0;
- self.dodging_direction_y = 0;
- return 0;
+#endif
+#ifdef CSQC
+// instantly updates pressed keys, for use with dodging (may be out of date, but we can't care)
+void PM_dodging_updatepressedkeys()
+{
+ if (PHYS_INPUT_MOVEVALUES(self)_x > 0) // get if movement keys are pressed
+ { // forward key pressed
+ self.pressedkeys |= KEY_FORWARD;
+ self.pressedkeys &= ~KEY_BACKWARD;
}
-
- // make sure v_up, v_right and v_forward are sane
- makevectors(self.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
- // add 0.5 * the total speed each frame until the dodge action is done..
- common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
-
- // if ramp time is smaller than frametime we get problems ;D
- if (common_factor > 1)
- common_factor = 1;
-
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * 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) {
- //disable jump key during dodge accel phase
- 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_velocity_gain = self.dodging_velocity_gain - velocity_difference;
+ else if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
+ { // backward key pressed
+ self.pressedkeys |= KEY_BACKWARD;
+ self.pressedkeys &= ~KEY_FORWARD;
}
-
- // the up part of the dodge is a single shot action
- if (self.dodging_single_action == 1) {
- self.flags &= ~FL_ONGROUND;
-
- self.velocity =
- self.velocity
- + (autocvar_sv_dodging_up_speed * v_up);
-
- if (autocvar_sv_dodging_sound == 1)
- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
- animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
-
- self.dodging_single_action = 0;
+ else
+ { // no x input
+ self.pressedkeys &= ~KEY_FORWARD;
+ self.pressedkeys &= ~KEY_BACKWARD;
}
- // are we done with the dodging ramp yet?
- if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_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;
+ if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
+ { // right key pressed
+ self.pressedkeys |= KEY_RIGHT;
+ self.pressedkeys &= ~KEY_LEFT;
+ }
+ else if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
+ { // left key pressed
+ self.pressedkeys |= KEY_LEFT;
+ self.pressedkeys &= ~KEY_RIGHT;
+ }
+ else
+ { // no y input
+ self.pressedkeys &= ~KEY_RIGHT;
+ self.pressedkeys &= ~KEY_LEFT;
}
- return 0;
+ if (PHYS_INPUT_BUTTONS(self) & 2) // get if jump and crouch keys are pressed
+ self.pressedkeys |= KEY_JUMP;
+ else
+ self.pressedkeys &= ~KEY_JUMP;
+ if (PHYS_INPUT_BUTTONS(self) & 16)
+ self.pressedkeys |= KEY_CROUCH;
+ else
+ self.pressedkeys &= ~KEY_CROUCH;
+
+ if (PHYS_INPUT_BUTTONS(self) & 1)
+ self.pressedkeys |= KEY_ATCK;
+ else
+ self.pressedkeys &= ~KEY_ATCK;
+ if (PHYS_INPUT_BUTTONS(self) & 4)
+ self.pressedkeys |= KEY_ATCK2;
+ else
+ self.pressedkeys &= ~KEY_ATCK2;
}
-
+#endif
// returns 1 if the player is close to a wall
-float check_close_to_wall(float threshold) {
- if (autocvar_sv_dodging_wall_dodging == 0)
- return 0;
+float check_close_to_wall(float threshold)
+{
+ if (PHYS_DODGING_WALL == 0) { return 0; }
vector trace_start;
vector trace_end;
return 0;
}
-float check_close_to_ground(float threshold) {
- if (self.flags & FL_ONGROUND)
+float check_close_to_ground(float threshold)
+{
+ if (IS_ONGROUND(self))
return 1;
return 0;
}
-
-MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
- // print("dodging_PlayerPhysics\n");
+void PM_dodging_checkpressedkeys()
+{
+ if(!PHYS_DODGING) { return; }
float length;
float tap_direction_x;
tap_direction_y = 0;
float frozen_dodging, frozen_no_doubletap;
- frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
- frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
+ frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+ frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
float dodge_detected;
- if (g_dodging == 0)
- return 0;
dodge_detected = 0;
// first check if the last dodge is far enough back in time so we can dodge again
- if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
- return 0;
+ if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
+ return;
+
+ makevectors(PHYS_INPUT_ANGLES(self));
- if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
- && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
- return 0;
+ if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+ && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+ return;
- if (self.movement_x > 0) {
+ if (PHYS_INPUT_MOVEVALUES(self)_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) {
+ if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_FORWARD) || frozen_no_doubletap)
+ {
+ if ((time - self.last_FORWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+ {
tap_direction_x = 1.0;
dodge_detected = 1;
}
}
}
- if (self.movement_x < 0) {
+ if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
+ {
// is this a state change?
- if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
+ if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_BACKWARD) || frozen_no_doubletap)
+ {
tap_direction_x = -1.0;
- if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
+ if ((time - self.last_BACKWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+ {
dodge_detected = 1;
}
self.last_BACKWARD_KEY_time = time;
}
}
- if (self.movement_y > 0) {
+ if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
+ {
// is this a state change?
- if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
+ if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_RIGHT) || frozen_no_doubletap)
+ {
tap_direction_y = 1.0;
- if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
+ if ((time - self.last_RIGHT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+ {
dodge_detected = 1;
}
self.last_RIGHT_KEY_time = time;
}
}
- if (self.movement_y < 0) {
+ if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
+ {
// is this a state change?
- if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
+ if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_LEFT) || frozen_no_doubletap)
+ {
tap_direction_y = -1.0;
- if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
+ if ((time - self.last_LEFT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
+ {
dodge_detected = 1;
}
self.last_LEFT_KEY_time = time;
}
}
- if (dodge_detected == 1) {
+ if (dodge_detected == 1)
+ {
self.last_dodging_time = time;
self.dodging_action = 1;
self.dodging_single_action = 1;
- self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
+ self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
self.dodging_direction_x = tap_direction_x;
self.dodging_direction_y = tap_direction_y;
self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
}
+}
+
+void PM_dodging()
+{
+ if(!PHYS_DODGING) { return; }
+
+ float common_factor;
+ float new_velocity_gain;
+ float velocity_difference;
+ float clean_up_and_do_nothing;
+ float horiz_speed = PHYS_DODGING_HORIZ_SPEED;
+
+#ifdef SVQC
+ dodging_UpdateStats();
+#endif
+
+ if(PHYS_FROZEN(self))
+ horiz_speed = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+
+#ifdef SVQC
+ if (self.deadflag != DEAD_NO)
+ return;
+#endif
+
+ new_velocity_gain = 0;
+ clean_up_and_do_nothing = 0;
+
+ // when swimming, no dodging allowed..
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ clean_up_and_do_nothing = 1;
+
+ if (clean_up_and_do_nothing != 0)
+ {
+ self.dodging_action = 0;
+ self.dodging_direction_x = 0;
+ self.dodging_direction_y = 0;
+ return;
+ }
+
+ // make sure v_up, v_right and v_forward are sane
+ makevectors(PHYS_INPUT_ANGLES(self));
+
+ // 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
+ // add 0.5 * the total speed each frame until the dodge action is done..
+ common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
+
+ // if ramp time is smaller than frametime we get problems ;D
+ if (common_factor > 1)
+ common_factor = 1;
+
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * 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)
+ {
+ //disable jump key during dodge accel phase
+#ifdef SVQC
+ if(self.movement_z > 0) self.movement_z = 0;
+#elif defined(CSQC)
+ if(input_movevalues_z > 0) input_movevalues_z = 0;
+ print("DODGE!\n");
+#endif
+
+ self.velocity =
+ self.velocity
+ + ((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
+ if (self.dodging_single_action == 1)
+ {
+ UNSET_ONGROUND(self);
+
+ self.velocity =
+ self.velocity
+ + (PHYS_DODGING_UP_SPEED * v_up);
+
+#ifdef SVQC
+ if (autocvar_sv_dodging_sound == 1)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+
+ animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+#endif
+
+ self.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))
+ {
+ // reset state so next dodge can be done correctly
+ self.dodging_action = 0;
+ self.dodging_direction_x = 0;
+ self.dodging_direction_y = 0;
+ }
+}
+
+#ifdef SVQC
+
+MUTATOR_HOOKFUNCTION(dodging_GetCvars)
+{
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
+{
+ // print("dodging_PlayerPhysics\n");
+ PM_dodging();
+
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
+{
+ PM_dodging_checkpressedkeys();
return 0;
}
// this just turns on the cvar.
MUTATOR_ONADD
{
- g_dodging = 1;
+ g_dodging = cvar("g_dodging");
+ dodging_Initialize();
}
// this just turns off the cvar.
return 0;
}
+#endif
+
+// we use this elsewhere, but let's undefine it anyway
+#undef PHYS_DODGING_FROZEN
+#undef PHYS_INPUT_MOVEVALUES
+#undef PHYS_INPUT_ANGLES
+#undef PHYS_INPUT_BUTTONS
+#undef UNSET_ONGROUND
+#undef PHYS_FROZEN
+#undef IS_ONGROUND