rendered paste bodyvoid CGameMovement::DodgeLeft( void )
{
if(gpGlobals->curtime <= m_flDoubleTime)
{
int i = 0;
Vector EndPoint;
trace_t tr;
float flMul;
if ( g_bMovementOptimizations )
{
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
Assert( sv_gravity.GetFloat() == 600.0f );
flMul = 228.0f; // approx. 21 units.
#else
Assert( sv_gravity.GetFloat() == 800.0f );
flMul = 268.3281572999747f;
#endif
}
else
{
flMul = sqrt(2 * sv_gravity.GetFloat() * GAMEMOVEMENT_JUMP_HEIGHT);
}
//if(gpGlobals->curtime <= m_flDoubleTime)
//{JUMP = 3;
for(i = 0; i < 2; i++)
EndPoint[i] = player->GetAbsOrigin()[i] + m_vecRight[i] * 24.0f;
UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr);
for(i = 0; i < 2; i++)
mv->m_vecVelocity[i] = m_vecRight[i] * -275 * 1.1;
mv->m_vecVelocity[2] += flMul; // Jump!
mv->m_nOldButtons |= IN_MOVELEFT;
}
else
{
m_flDoubleTime = gpGlobals->curtime + 0.5f;
mv->m_nOldButtons |= IN_MOVELEFT;
return;
}
//}
}
and in game_ui.cpp
if ( pPlayer->m_afButtonPressed & IN_MOVELEFT )
{
CGameMovement *DDodge = new CGameMovement();
DDodge->DodgeLeft();
m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
}