set sv_dodging_delay 0.5 "determines how long a player has to wait to be able to dodge again after dodging"
set sv_dodging_up_speed 200 "the jump velocity of the dodge"
set sv_dodging_horiz_speed 400 "the horizontal velocity of the dodge"
++set sv_dodging_horiz_speed_frozen 200 "the horizontal velocity of the dodge (while frozen)"
set sv_dodging_ramp_time 0.1 "a ramp so that the horizontal part of the dodge is added smoothly (seconds)"
set sv_dodging_height_threshold 10 "the maximum height above ground where to allow dodging"
set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging"
float autocvar_sv_dodging_delay;
float autocvar_sv_dodging_height_threshold;
float autocvar_sv_dodging_horiz_speed;
++float autocvar_sv_dodging_horiz_speed_frozen;
float autocvar_sv_dodging_ramp_time;
float autocvar_sv_dodging_sound;
float autocvar_sv_dodging_up_speed;
float new_velocity_gain;
float velocity_difference;
float clean_up_and_do_nothing;
++ float horiz_speed = autocvar_sv_dodging_horiz_speed;
++
++ if(self.freezetag_frozen)
++ horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
if (self.deadflag != DEAD_NO)
return 0;
if (common_factor > 1)
common_factor = 1;
-- new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
++ new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
if (new_velocity_gain < 0)
new_velocity_gain = 0;