1 #include "multijump.qh"
5 REPLICATE(cvar_cl_multijump, bool, "cl_multijump");
8 #include <server/antilag.qh>
10 #include <common/physics/player.qh>
14 REGISTER_MUTATOR(multijump, autocvar_g_multijump);
16 REGISTER_MUTATOR(multijump, true);
19 #define PHYS_MULTIJUMP(s) STAT(MULTIJUMP, s)
20 #define PHYS_MULTIJUMP_SPEED(s) STAT(MULTIJUMP_SPEED, s)
21 #define PHYS_MULTIJUMP_ADD(s) STAT(MULTIJUMP_ADD, s)
22 #define PHYS_MULTIJUMP_MAXSPEED(s) STAT(MULTIJUMP_MAXSPEED, s)
23 #define PHYS_MULTIJUMP_DODGING(s) STAT(MULTIJUMP_DODGING, s)
24 #define PHYS_MULTIJUMP_COUNT(s) STAT(MULTIJUMP_COUNT, s)
25 #define PHYS_MULTIJUMP_CLIENTDEFAULT(s) STAT(MULTIJUMP_CLIENT, s)
27 .bool multijump_ready;
30 int autocvar_cl_multijump = -1;
31 #define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump
33 #define PHYS_MULTIJUMP_CLIENT(s) CS_CVAR(s).cvar_cl_multijump
36 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
38 entity player = M_ARGV(0, entity);
41 player.multijump_count = PHYS_MULTIJUMP_COUNT(player);
43 if(!PHYS_MULTIJUMP(player)) { return; }
45 if(IS_ONGROUND(player))
46 player.multijump_count = 0;
49 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
51 entity player = M_ARGV(0, entity);
53 if(!PHYS_MULTIJUMP(player)) { return; }
55 int client_multijump = PHYS_MULTIJUMP_CLIENT(player);
56 if(client_multijump == -1)
57 client_multijump = PHYS_MULTIJUMP_CLIENTDEFAULT(player);
58 if(client_multijump > 1)
61 if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair
62 player.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
64 player.multijump_ready = false;
66 int phys_multijump = PHYS_MULTIJUMP(player);
68 if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
69 (!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player))))
71 if (PHYS_MULTIJUMP(player))
73 if (!PHYS_MULTIJUMP_ADD(player)) // in this case we make the z velocity == jumpvelocity
75 if (player.velocity_z < PHYS_JUMPVELOCITY(player))
77 M_ARGV(2, bool) = true;
78 player.velocity_z = 0;
82 M_ARGV(2, bool) = true;
86 if(PHYS_MULTIJUMP_DODGING(player))
87 if(PHYS_CS(player).movement_x != 0 || PHYS_CS(player).movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
90 vector wishvel, wishdir;
94 vlen(vec2(player.velocity)), // current xy speed
95 vlen(vec2(antilag_takebackavgvelocity(player, max(player.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
98 curspeed = vlen(vec2(player.velocity));
101 makevectors(player.v_angle_y * '0 1 0');
102 wishvel = v_forward * PHYS_CS(player).movement_x + v_right * PHYS_CS(player).movement_y;
103 wishdir = normalize(wishvel);
105 player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
106 player.velocity_y = wishdir_y * curspeed;
107 // keep velocity_z unchanged!
109 if (PHYS_MULTIJUMP(player) > 0)
111 player.multijump_count += 1;
115 player.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
121 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
123 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":multijump");
126 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
128 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Multi jump");