if (mymovement_##COND) { \
/* is this a state change? */ \
if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
- /*LOG_INFOF("state change %f\n", time);*/ \
+ /*LOG_INFOF("key press %f - %s\n", time, #BTN);*/ \
tap_direction_##RESULT; \
if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) { \
/*LOG_INFOF("dodge repress %f (%s)\n", time - this.last_##BTN##_KEY_time, this.netname);*/ \
#undef X
if (!dodge_detected) return false;
- //LOG_INFOF("dodge keys detected %f, speed %f\n", time, vlen(this.velocity));
+ //LOG_INFOF("dodge keys detected %f - delay %f - %s\n", time, time - this.last_dodging_time, this.netname);
// this check has to be after checking keys:
// the first key press of the double tap is allowed to be before dodging delay,
bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED)));
if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false;
- //LOG_INFOF("dodge delay %f (%s)\n", time - this.last_dodging_time, this.netname); // TODO lowest i got with double press: 0.63
this.last_dodging_time = time;
this.dodging_action = 1;
this.dodging_force_total = determine_force(this);
this.dodging_force_remaining = this.dodging_force_total;
+ //LOG_INFOF("speed %d -> %f\n", vlen(vec2(this.velocity)), this.dodging_force_total);
this.dodging_direction.x = tap_direction_x;
this.dodging_direction.y = tap_direction_y;