3 #include "../antilag.qh"
5 #include "../../common/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 #define PHYS_MULTIJUMP autocvar_g_multijump
22 #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
23 #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
24 #define PHYS_MULTIJUMP_MAXSPEED autocvar_g_multijump_maxspeed
25 #define PHYS_MULTIJUMP_DODGING autocvar_g_multijump_dodging
28 .float stat_multijump;
29 .float stat_multijump_speed;
30 .float stat_multijump_add;
31 .float stat_multijump_maxspeed;
32 .float stat_multijump_dodging;
34 void multijump_UpdateStats()
36 self.stat_multijump = PHYS_MULTIJUMP;
37 self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
38 self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
39 self.stat_multijump_maxspeed = PHYS_MULTIJUMP_MAXSPEED;
40 self.stat_multijump_dodging = PHYS_MULTIJUMP_DODGING;
43 void multijump_AddStats()
45 addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
46 addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
47 addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
48 addstat(STAT_MULTIJUMP_MAXSPEED, AS_FLOAT, stat_multijump_maxspeed);
49 addstat(STAT_MULTIJUMP_DODGING, AS_INT, stat_multijump_dodging);
56 if(!PHYS_MULTIJUMP) { return; }
60 self.multijump_count = 0;
64 bool PM_multijump_checkjump()
66 if(!PHYS_MULTIJUMP) { return false; }
69 bool client_multijump = self.cvar_cl_multijump;
71 bool client_multijump = cvar("cl_multijump");
73 if(cvar("cl_multijump") > 1)
77 if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self) && client_multijump) // jump button pressed this frame and we are in midair
78 self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
80 self.multijump_ready = false;
82 int phys_multijump = PHYS_MULTIJUMP;
85 phys_multijump = (PHYS_MULTIJUMP) ? -1 : 0;
88 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))
92 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
94 if (self.velocity_z < PHYS_JUMPVELOCITY)
96 player_multijump = true;
101 player_multijump = true;
105 if(PHYS_MULTIJUMP_DODGING)
106 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
109 vector wishvel, wishdir;
113 vlen(vec2(self.velocity)), // current xy speed
114 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
116 #elif defined(CSQC)*/
117 curspeed = vlen(vec2(self.velocity));
120 makevectors(self.v_angle_y * '0 1 0');
121 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
122 wishdir = normalize(wishvel);
124 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
125 self.velocity_y = wishdir_y * curspeed;
126 // keep velocity_z unchanged!
128 if (PHYS_MULTIJUMP > 0)
130 self.multijump_count += 1;
134 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
141 REGISTER_MUTATOR(multijump, cvar("g_multijump"))
145 multijump_AddStats();
150 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
152 multijump_UpdateStats();
158 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
160 return PM_multijump_checkjump();
163 MUTATOR_HOOKFUNCTION(multijump, GetCvars)
165 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
169 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
171 ret_string = strcat(ret_string, ":multijump");
175 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
177 ret_string = strcat(ret_string, ", Multi jump");