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Finish off the last of the stats
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1 #ifdef IMPLEMENTATION
2 #ifdef SVQC
3         #include "../../../../server/antilag.qh"
4 #endif
5 #include "../../../physics.qh"
6
7 .int multijump_count;
8 .bool multijump_ready;
9 .bool cvar_cl_multijump;
10
11 #ifdef CSQC
12
13 #define PHYS_MULTIJUMP                          STAT(MULTIJUMP)
14 #define PHYS_MULTIJUMP_SPEED            STAT(MULTIJUMP_SPEED)
15 #define PHYS_MULTIJUMP_ADD                      STAT(MULTIJUMP_ADD)
16 #define PHYS_MULTIJUMP_MAXSPEED         STAT(MULTIJUMP_MAXSPEED)
17 #define PHYS_MULTIJUMP_DODGING          STAT(MULTIJUMP_DODGING)
18
19 #elif defined(SVQC)
20
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;
26
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
32
33 .float stat_multijump = _STAT(MULTIJUMP);
34 .float stat_multijump_speed = _STAT(MULTIJUMP_SPEED);
35 .float stat_multijump_add = _STAT(MULTIJUMP_ADD);
36 .float stat_multijump_maxspeed = _STAT(MULTIJUMP_MAXSPEED);
37 .float stat_multijump_dodging = _STAT(MULTIJUMP_DODGING);
38
39 void multijump_UpdateStats()
40 {SELFPARAM();
41         STAT(MULTIJUMP, this) = PHYS_MULTIJUMP;
42         STAT(MULTIJUMP_SPEED, this) = PHYS_MULTIJUMP_SPEED;
43         STAT(MULTIJUMP_ADD, this) = PHYS_MULTIJUMP_ADD;
44         STAT(MULTIJUMP_MAXSPEED, this) = PHYS_MULTIJUMP_MAXSPEED;
45         STAT(MULTIJUMP_DODGING, this) = PHYS_MULTIJUMP_DODGING;
46 }
47
48 #endif
49
50 void PM_multijump()
51 {SELFPARAM();
52         if(!PHYS_MULTIJUMP) { return; }
53
54         if(IS_ONGROUND(self))
55         {
56                 self.multijump_count = 0;
57         }
58 }
59
60 bool PM_multijump_checkjump()
61 {SELFPARAM();
62         if(!PHYS_MULTIJUMP) { return false; }
63
64 #ifdef SVQC
65         bool client_multijump = self.cvar_cl_multijump;
66 #elif defined(CSQC)
67         bool client_multijump = cvar("cl_multijump");
68
69         if(cvar("cl_multijump") > 1)
70                 return false; // nope
71 #endif
72
73         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self) && client_multijump) // jump button pressed this frame and we are in midair
74                 self.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
75         else
76                 self.multijump_ready = false;
77
78         int phys_multijump = PHYS_MULTIJUMP;
79
80 #ifdef CSQC
81         phys_multijump = (PHYS_MULTIJUMP) ? -1 : 0;
82 #endif
83
84         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))
85         {
86                 if (PHYS_MULTIJUMP)
87                 {
88                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
89                         {
90                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
91                                 {
92                                         player_multijump = true;
93                                         self.velocity_z = 0;
94                                 }
95                         }
96                         else
97                                 player_multijump = true;
98
99                         if(player_multijump)
100                         {
101                                 if(PHYS_MULTIJUMP_DODGING)
102                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
103                                 {
104                                         float curspeed;
105                                         vector wishvel, wishdir;
106
107 /*#ifdef SVQC
108                                         curspeed = max(
109                                                 vlen(vec2(self.velocity)), // current xy speed
110                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
111                                         );
112 #elif defined(CSQC)*/
113                                         curspeed = vlen(vec2(self.velocity));
114 //#endif
115
116                                         makevectors(self.v_angle_y * '0 1 0');
117                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;
118                                         wishdir = normalize(wishvel);
119
120                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
121                                         self.velocity_y = wishdir_y * curspeed;
122                                         // keep velocity_z unchanged!
123                                 }
124                                 if (PHYS_MULTIJUMP > 0)
125                                 {
126                                         self.multijump_count += 1;
127                                 }
128                         }
129                 }
130                 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
131         }
132
133         return false;
134 }
135
136 #ifdef SVQC
137 REGISTER_MUTATOR(multijump, cvar("g_multijump"));
138
139 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
140 {
141         multijump_UpdateStats();
142         PM_multijump();
143
144         return false;
145 }
146
147 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
148 {
149         return PM_multijump_checkjump();
150 }
151
152 MUTATOR_HOOKFUNCTION(multijump, GetCvars)
153 {
154         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
155         return false;
156 }
157
158 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
159 {
160         ret_string = strcat(ret_string, ":multijump");
161         return false;
162 }
163
164 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
165 {
166         ret_string = strcat(ret_string, ", Multi jump");
167         return false;
168 }
169
170 #endif
171 #endif