From: Florian Paul Schmidt Date: Tue, 30 Mar 2010 00:35:53 +0000 (+0200) Subject: DODGING: much saner dodge velocity ramping code X-Git-Tag: xonotic-v0.1.0preview~669^2~2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=2390f493f042863d89f7b5a95d3aa9b5ef963890;p=xonotic%2Fxonotic-data.pk3dir.git DODGING: much saner dodge velocity ramping code --- diff --git a/qcsrc/server/mutators/mutator_dodging.qc b/qcsrc/server/mutators/mutator_dodging.qc index c555bc73a..a448a3de1 100644 --- a/qcsrc/server/mutators/mutator_dodging.qc +++ b/qcsrc/server/mutators/mutator_dodging.qc @@ -20,6 +20,11 @@ // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done.. .float dodging_action; +// This is the velocity gain to be added over the ramp time. +// It will decrease from frame to frame during dodging_action = 1 +// until it's 0. +.float dodging_velocity_gain; + // the jump part of the dodge cannot be ramped .float dodging_single_action; @@ -33,6 +38,7 @@ void dodging_Initialize() { self.last_JUMP_KEY_time = 0; self.last_dodging_time = 0; self.dodging_action = 0; + self.dodging_velocity_gain = 0; self.dodging_single_action = 0; self.dodging_direction_x = 0; self.dodging_direction_y = 0; @@ -47,9 +53,11 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { // print("dodging_PlayerPhysics\n"); float common_factor; - + float new_velocity_gain; + float velocity_difference; float clean_up_and_do_nothing; + new_velocity_gain = 0; clean_up_and_do_nothing = 0; if (g_dodging == 0) @@ -78,6 +86,11 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { if (common_factor > 1) common_factor = 1; + new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_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) { @@ -86,8 +99,10 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { self.velocity = self.velocity - + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right) - + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * 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; } // the up part of the dodge is a single shot action @@ -261,6 +276,8 @@ MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { self.dodging_action = 1; self.dodging_single_action = 1; + self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed"); + self.dodging_direction_x = move_direction_x; self.dodging_direction_y = move_direction_y;