.float wasFlying;\r
.float spectatorspeed;\r
\r
+.float multijump_count;\r
+.float multijump_ready;\r
+.float prevjumpbutton;\r
+.float prevlastteleporttime;\r
+\r
/*\r
=============\r
PlayerJump\r
void PlayerJump (void)\r
{\r
float mjumpheight;\r
+ float doublejump;\r
+\r
+ doublejump = FALSE;\r
+ if (cvar("sv_doublejump"))\r
+ {\r
+ tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);\r
+ if (trace_fraction < 1 && trace_plane_normal_z > 0.7)\r
+ doublejump = TRUE;\r
+ }\r
\r
mjumpheight = cvar("sv_jumpvelocity");\r
+ if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
+ mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
+ if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
+ mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+ if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
+ mjumpheight *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
+\r
if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
{\r
if (self.watertype == CONTENT_WATER)\r
return;\r
}\r
\r
- if (!(self.flags & FL_ONGROUND))\r
- return;\r
+ if (cvar("g_multijump"))\r
+ {\r
+ if(self.prevlastteleporttime != self.lastteleporttime)\r
+ {\r
+ // if we teleported above the ground, require touching the ground again to multi-jump\r
+ self.multijump_ready = FALSE;\r
+ if(self.flags & FL_ONGROUND)\r
+ self.prevlastteleporttime = self.lastteleporttime;\r
+ }\r
+ else if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair\r
+ self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again\r
+ else\r
+ self.multijump_ready = FALSE;\r
+ }\r
+\r
+ if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))\r
+ {\r
+ // doublejump = FALSE; // checked above in the if\r
+ if (cvar("g_multijump"))\r
+ {\r
+ if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity\r
+ {\r
+ if (self.velocity_z < mjumpheight)\r
+ {\r
+ doublejump = TRUE;\r
+ self.velocity_z = 0;\r
+ }\r
+ }\r
+ else\r
+ doublejump = TRUE;\r
+\r
+ if(doublejump)\r
+ {\r
+ if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys\r
+ {\r
+ float curspeed;\r
+ vector wishvel, wishdir;\r
+\r
+ curspeed = max(\r
+ vlen(vec2(self.velocity)), // current xy speed\r
+ vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs\r
+ );\r
+ makevectors(self.v_angle_y * '0 1 0');\r
+ wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
+ wishdir = normalize(wishvel);\r
+\r
+ self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump\r
+ self.velocity_y = wishdir_y * curspeed;\r
+ // keep velocity_z unchanged!\r
+ }\r
+ if (cvar("g_multijump") > 0)\r
+ self.multijump_count += 1;\r
+ }\r
+ }\r
+ self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump\r
+ }\r
+\r
+ if (!doublejump)\r
+ if (!(self.flags & FL_ONGROUND))\r
+ return;\r
\r
if(!sv_pogostick)\r
if (!(self.flags & FL_JUMPRELEASED))\r
if(speedclamp)\r
accelqw = -accelqw;\r
\r
+ if(cvar("g_balance_vore_weight_gravity") > 0) // apply stomach weight\r
+ wishspeed *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1);\r
+ if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
+ wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
+ if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
+ wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
+ if(self.swallow_progress_pred) // cut speed based on swallow progress for preds\r
+ wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
+\r
if(cvar("sv_gameplayfix_q2airaccelerate"))\r
wishspeed0 = wishspeed;\r
\r
}\r
}\r
\r
- if(self.predator.classname == "player")\r
+ if(self.stat_eaten)\r
return;\r
\r
if (self.movetype == MOVETYPE_NONE)\r
}\r
\r
maxspd_mod *= swampspd_mod; // only one common speed modder please!\r
- if(cvar("g_balance_vore_weight_gravity") > 0)\r
- maxspd_mod *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1); // apply stomach weight\r
swampspd_mod = 1;\r
\r
// if dead, behave differently\r
\r
if(self.classname == "player")\r
{\r
- if(sv_doublejump && time - self.jumppadusetime > 2 * sys_frametime)\r
+ if(self.flags & FL_ONGROUND)\r
{\r
- tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);\r
- self.flags &~= FL_ONGROUND;\r
- if(trace_fraction < 1 && trace_plane_normal_z > 0.7)\r
- self.flags |= FL_ONGROUND;\r
+ if (cvar("g_multijump") > 0)\r
+ self.multijump_count = 0;\r
+ else\r
+ self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller\r
}\r
\r
if (self.BUTTON_JUMP)\r
\r
if (self.waterlevel == WATERLEVEL_SWIMMING)\r
CheckWaterJump ();\r
+ self.prevjumpbutton = self.BUTTON_JUMP;\r
}\r
\r
if (self.flags & FL_WATERJUMP )\r
PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
}\r
}\r
- else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && self.predator.classname != "player")\r
+ else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.stat_eaten)\r
{\r
//makevectors(self.v_angle_y * '0 1 0');\r
makevectors(self.v_angle);\r
self.items |= IT_USING_JETPACK;\r
\r
// jetpack also inhibits health regeneration, but only for 1 second\r
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));\r
+ self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
}\r
}\r
else if (self.flags & FL_ONGROUND)\r
{\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
// walking\r
{\r
float wishspeed0;\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
if(maxspd_mod < 1)\r
}\r
}\r
}\r
+\r
+ if(vlen(self.velocity) > cvar("g_deathspeed"))\r
+ Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');\r
+\r
:end\r
if(self.flags & FL_ONGROUND)\r
self.lastground = time;\r