1 .float multijump_count;
2 .float multijump_ready;
6 #define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
7 #define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
8 #define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
12 #define PHYS_MULTIJUMP autocvar_g_multijump
13 #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
14 #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
17 .float stat_multijump;
18 .float stat_multijump_speed;
19 .float stat_multijump_add;
21 void multijump_UpdateStats()
23 self.stat_multijump = PHYS_MULTIJUMP;
24 self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
25 self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
28 void multijump_AddStats()
30 addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
31 addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
32 addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
39 if(!PHYS_MULTIJUMP) { return; }
43 if (PHYS_MULTIJUMP > 0)
44 self.multijump_count = 0;
46 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
50 multijump_UpdateStats();
54 float PM_multijump_checkjump()
56 if(!PHYS_MULTIJUMP) { return FALSE; }
58 if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
59 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
61 self.multijump_ready = FALSE;
63 if(!player_multijump && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
67 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
69 if (self.velocity_z < PHYS_JUMPVELOCITY)
71 player_multijump = TRUE;
76 player_multijump = TRUE;
80 if(PHYS_INPUT_MOVEVALUES(self)_x != 0 || PHYS_INPUT_MOVEVALUES(self)_y != 0) // don't remove all speed if player isnt pressing any movement keys
82 float curspeed = vlen(vec2(self.velocity));
83 vector wishvel, wishdir;
85 makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
86 wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
87 wishdir = normalize(wishvel);
89 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
90 self.velocity_y = wishdir_y * curspeed;
91 // keep velocity_z unchanged!
93 if (PHYS_MULTIJUMP > 0)
94 self.multijump_count += 1;
97 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
104 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
111 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
113 return PM_multijump_checkjump();
116 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
118 ret_string = strcat(ret_string, ":multijump");
122 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
124 ret_string = strcat(ret_string, ", Multi jump");
128 MUTATOR_DEFINITION(mutator_multijump)
130 MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
131 MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
132 MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
133 MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
137 multijump_AddStats();