}
MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
+ makevectors(self.angles);
// print("physics hook\n");
if (g_dodging == 0)
return 0;
// ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
if (self.dodging_action == 1) {
- //print(vtos(self.v_up), "\n");
- //self.velocity_z = self.velocity_z + cvar("sv_dodging_up_speed") * v_up;
- //self.velocity_x = self.velocity_x + self.dodging_direction_x * cvar("sv_dodging_horiz_speed") * v_forward;
- //self.velocity_y = self.velocity_y + self.dodging_direction_y * cvar("sv_dodging_horiz_speed") * v_right;
- self.velocity = self.velocity + ((self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right) + ((self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward) + (cvar("sv_dodging_up_speed") * v_up);
+ self.velocity =
+ self.velocity
+ + ((self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right)
+ + ((self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward)
+ + (cvar("sv_dodging_up_speed") * v_up);
// reset state so next dodge can be done correctly
self.dodging_action = 0;
return 0;
dodge_detected = 0;
- if (self.movement_x > 0) // get if movement keys are pressed
- { // forward key pressed
- if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change?
- if ( // are we allowed to dodge?
- ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
- (self.lastflags & FL_ONGROUND) &&
- ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
- ) {
+
+ // common checks
+ if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
+ return 0;
+
+ if (!(self.lastflags & FL_ONGROUND))
+ return 0;
+
+
+ if (self.movement_x > 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_FORWARD)) {
+ if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
self.dodging_action = 1;
self.dodging_direction_x = 1.0;
}
}
- if (self.movement_x < 0)
- {
- if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change?
- if ( // are we allowed to dodge?
- ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) &&
- (self.lastflags & FL_ONGROUND) &&
- ((time - self.last_dodging_time) > cvar("sv_dodging_delay"))
- ) {
+ if (self.movement_x < 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_BACKWARD)) {
+ if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
dodge_detected = 1;
self.dodging_action = 1;
self.dodging_direction_x = -1.0;
}
}
+ if (self.movement_y > 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_RIGHT)) {
+ if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) {
+ dodge_detected = 1;
+ self.dodging_action = 1;
+ self.dodging_direction_y = 1.0;
+ self.last_dodging_time = time;
+ }
+ self.last_RIGHT_KEY_time = time;
+ }
+ }
+
+ if (self.movement_y < 0) {
+ // is this a state change?
+ if (!(self.pressedkeys & KEY_LEFT)) {
+ if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) {
+ dodge_detected = 1;
+ self.dodging_action = 1;
+ self.dodging_direction_y = -1.0;
+ self.last_dodging_time = time;
+ }
+ self.last_LEFT_KEY_time = time;
+ }
+ }
+
+
+
+ if (dodge_detected == 1) {
+ // normalize the dodging_direction vector..
+ length = 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;
+ }
-// if (dodge_detected == 1) {
-// // normalize the dodging_direction vector..
-// length = 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;
-// }
-//
return 0;
}