3 #include "../../../../server/antilag.qh"
5 #include "../../../physics.qh"
9 void multijump_AddStats();
11 REGISTER_MUTATOR(multijump, cvar("g_multijump"))
20 REGISTER_MUTATOR(multijump, true);
24 .bool multijump_ready;
28 bool autocvar_cl_multijump = true;
30 #define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
31 #define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
32 #define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
33 #define PHYS_MULTIJUMP_MAXSPEED getstatf(STAT_MULTIJUMP_MAXSPEED)
34 #define PHYS_MULTIJUMP_DODGING getstati(STAT_MULTIJUMP_DODGING)
35 #define PHYS_MULTIJUMP_COUNT(s) getstati(STAT_MULTIJUMP_COUNT)
36 #define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump
40 .bool cvar_cl_multijump;
42 int autocvar_g_multijump;
43 float autocvar_g_multijump_add;
44 float autocvar_g_multijump_speed;
45 float autocvar_g_multijump_maxspeed;
46 float autocvar_g_multijump_dodging = 1;
48 #define PHYS_MULTIJUMP autocvar_g_multijump
49 #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
50 #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
51 #define PHYS_MULTIJUMP_MAXSPEED autocvar_g_multijump_maxspeed
52 #define PHYS_MULTIJUMP_DODGING autocvar_g_multijump_dodging
53 #define PHYS_MULTIJUMP_COUNT(s) (s).multijump_count
54 #define PHYS_MULTIJUMP_CLIENT(s) (s).cvar_cl_multijump
56 .float stat_multijump;
57 .float stat_multijump_speed;
58 .float stat_multijump_add;
59 .float stat_multijump_maxspeed;
60 .float stat_multijump_dodging;
62 void multijump_UpdateStats(entity this)
64 this.stat_multijump = PHYS_MULTIJUMP;
65 this.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
66 this.stat_multijump_add = PHYS_MULTIJUMP_ADD;
67 this.stat_multijump_maxspeed = PHYS_MULTIJUMP_MAXSPEED;
68 this.stat_multijump_dodging = PHYS_MULTIJUMP_DODGING;
71 void multijump_AddStats()
73 addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
74 addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
75 addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
76 addstat(STAT_MULTIJUMP_MAXSPEED, AS_FLOAT, stat_multijump_maxspeed);
77 addstat(STAT_MULTIJUMP_DODGING, AS_INT, stat_multijump_dodging);
78 addstat(STAT_MULTIJUMP_COUNT, AS_INT, multijump_count);
83 void PM_multijump(entity this)
85 if(!PHYS_MULTIJUMP) { return; }
88 this.multijump_count = 0;
91 bool PM_multijump_checkjump(entity this)
93 if(!PHYS_MULTIJUMP) { return false; }
95 int client_multijump = PHYS_MULTIJUMP_CLIENT(this);
96 if(client_multijump > 1)
99 if (!IS_JUMP_HELD(this) && !IS_ONGROUND(this) && client_multijump) // jump button pressed this frame and we are in midair
100 this.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
102 this.multijump_ready = false;
104 int phys_multijump = PHYS_MULTIJUMP;
106 if(!player_multijump && this.multijump_ready && (PHYS_MULTIJUMP_COUNT(this) < phys_multijump || phys_multijump == -1) && this.velocity_z > PHYS_MULTIJUMP_SPEED && (!PHYS_MULTIJUMP_MAXSPEED || vlen(this.velocity) <= PHYS_MULTIJUMP_MAXSPEED))
110 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
112 if (this.velocity_z < PHYS_JUMPVELOCITY)
114 player_multijump = true;
119 player_multijump = true;
123 if(PHYS_MULTIJUMP_DODGING)
124 if(this.movement_x != 0 || this.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
127 vector wishvel, wishdir;
131 vlen(vec2(this.velocity)), // current xy speed
132 vlen(vec2(antilag_takebackavgvelocity(this, max(this.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
134 #elif defined(CSQC)*/
135 curspeed = vlen(vec2(this.velocity));
138 makevectors(this.v_angle_y * '0 1 0');
139 wishvel = v_forward * this.movement_x + v_right * this.movement_y;
140 wishdir = normalize(wishvel);
142 this.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
143 this.velocity_y = wishdir_y * curspeed;
144 // keep velocity_z unchanged!
146 if (PHYS_MULTIJUMP > 0)
148 this.multijump_count += 1;
152 this.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
158 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
161 multijump_UpdateStats(self);
163 self.multijump_count = PHYS_MULTIJUMP_COUNT(self);
169 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
171 return PM_multijump_checkjump(self);
176 MUTATOR_HOOKFUNCTION(multijump, GetCvars)
178 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
182 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
184 ret_string = strcat(ret_string, ":multijump");
188 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
190 ret_string = strcat(ret_string, ", Multi jump");