3 #include "../../../../server/antilag.qh"
5 #include "../../../physics.qh"
9 .bool cvar_cl_multijump;
13 #define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
14 #define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
15 #define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
16 #define PHYS_MULTIJUMP_MAXSPEED getstatf(STAT_MULTIJUMP_MAXSPEED)
17 #define PHYS_MULTIJUMP_DODGING getstati(STAT_MULTIJUMP_DODGING)
21 int autocvar_g_multijump;
22 float autocvar_g_multijump_add;
23 float autocvar_g_multijump_speed;
24 float autocvar_g_multijump_maxspeed;
25 float autocvar_g_multijump_dodging = 1;
27 #define PHYS_MULTIJUMP autocvar_g_multijump
28 #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
29 #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
30 #define PHYS_MULTIJUMP_MAXSPEED autocvar_g_multijump_maxspeed
31 #define PHYS_MULTIJUMP_DODGING autocvar_g_multijump_dodging
33 .float stat_multijump;
34 .float stat_multijump_speed;
35 .float stat_multijump_add;
36 .float stat_multijump_maxspeed;
37 .float stat_multijump_dodging;
39 void multijump_UpdateStats()
41 self.stat_multijump = PHYS_MULTIJUMP;
42 self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
43 self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
44 self.stat_multijump_maxspeed = PHYS_MULTIJUMP_MAXSPEED;
45 self.stat_multijump_dodging = PHYS_MULTIJUMP_DODGING;
48 void multijump_AddStats()
50 addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
51 addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
52 addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
53 addstat(STAT_MULTIJUMP_MAXSPEED, AS_FLOAT, stat_multijump_maxspeed);
54 addstat(STAT_MULTIJUMP_DODGING, AS_INT, stat_multijump_dodging);
61 if(!PHYS_MULTIJUMP) { return; }
65 self.multijump_count = 0;
69 bool PM_multijump_checkjump()
71 if(!PHYS_MULTIJUMP) { return false; }
74 bool client_multijump = self.cvar_cl_multijump;
76 bool client_multijump = cvar("cl_multijump");
78 if(cvar("cl_multijump") > 1)
82 if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self) && client_multijump) // jump button pressed this frame and we are in midair
83 self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
85 self.multijump_ready = false;
87 int phys_multijump = PHYS_MULTIJUMP;
90 phys_multijump = (PHYS_MULTIJUMP) ? -1 : 0;
93 if(!player_multijump && self.multijump_ready && (self.multijump_count < phys_multijump || phys_multijump == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED && (!PHYS_MULTIJUMP_MAXSPEED || vlen(self.velocity) <= PHYS_MULTIJUMP_MAXSPEED))
97 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
99 if (self.velocity_z < PHYS_JUMPVELOCITY)
101 player_multijump = true;
106 player_multijump = true;
110 if(PHYS_MULTIJUMP_DODGING)
111 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
114 vector wishvel, wishdir;
118 vlen(vec2(self.velocity)), // current xy speed
119 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
121 #elif defined(CSQC)*/
122 curspeed = vlen(vec2(self.velocity));
125 makevectors(self.v_angle_y * '0 1 0');
126 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
127 wishdir = normalize(wishvel);
129 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
130 self.velocity_y = wishdir_y * curspeed;
131 // keep velocity_z unchanged!
133 if (PHYS_MULTIJUMP > 0)
135 self.multijump_count += 1;
139 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
146 REGISTER_MUTATOR(multijump, cvar("g_multijump"))
150 multijump_AddStats();
155 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
157 multijump_UpdateStats();
163 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
165 return PM_multijump_checkjump();
168 MUTATOR_HOOKFUNCTION(multijump, GetCvars)
170 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
174 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
176 ret_string = strcat(ret_string, ":multijump");
180 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
182 ret_string = strcat(ret_string, ", Multi jump");