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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                          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         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;
34 .float stat_multijump_speed;
35 .float 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         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;
46 }
47
48 void multijump_AddStats()
49 {
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 }
54
55 #endif
56
57 void PM_multijump()
58 {SELFPARAM();
59         if(!PHYS_MULTIJUMP) { return; }
60
61         if(IS_ONGROUND(self))
62         {
63                 self.multijump_count = 0;
64         }
65 }
66
67 bool PM_multijump_checkjump()
68 {SELFPARAM();
69         if(!PHYS_MULTIJUMP) { return false; }
70
71 #ifdef SVQC
72         bool client_multijump = self.cvar_cl_multijump;
73 #elif defined(CSQC)
74         bool client_multijump = cvar("cl_multijump");
75
76         if(cvar("cl_multijump") > 1)
77                 return false; // nope
78 #endif
79
80         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self) && client_multijump) // jump button pressed this frame and we are in midair
81                 self.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
82         else
83                 self.multijump_ready = false;
84
85         int phys_multijump = PHYS_MULTIJUMP;
86
87 #ifdef CSQC
88         phys_multijump = (PHYS_MULTIJUMP) ? -1 : 0;
89 #endif
90
91         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         {
93                 if (PHYS_MULTIJUMP)
94                 {
95                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
96                         {
97                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
98                                 {
99                                         player_multijump = true;
100                                         self.velocity_z = 0;
101                                 }
102                         }
103                         else
104                                 player_multijump = true;
105
106                         if(player_multijump)
107                         {
108                                 if(PHYS_MULTIJUMP_DODGING)
109                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
110                                 {
111                                         float curspeed;
112                                         vector wishvel, wishdir;
113
114 /*#ifdef SVQC
115                                         curspeed = max(
116                                                 vlen(vec2(self.velocity)), // current xy speed
117                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
118                                         );
119 #elif defined(CSQC)*/
120                                         curspeed = vlen(vec2(self.velocity));
121 //#endif
122
123                                         makevectors(self.v_angle_y * '0 1 0');
124                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;
125                                         wishdir = normalize(wishvel);
126
127                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
128                                         self.velocity_y = wishdir_y * curspeed;
129                                         // keep velocity_z unchanged!
130                                 }
131                                 if (PHYS_MULTIJUMP > 0)
132                                 {
133                                         self.multijump_count += 1;
134                                 }
135                         }
136                 }
137                 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
138         }
139
140         return false;
141 }
142
143 #ifdef SVQC
144 REGISTER_MUTATOR(multijump, cvar("g_multijump"))
145 {
146         MUTATOR_ONADD
147         {
148                 multijump_AddStats();
149         }
150         return false;
151 }
152
153 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
154 {
155         multijump_UpdateStats();
156         PM_multijump();
157
158         return false;
159 }
160
161 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
162 {
163         return PM_multijump_checkjump();
164 }
165
166 MUTATOR_HOOKFUNCTION(multijump, GetCvars)
167 {
168         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
169         return false;
170 }
171
172 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
173 {
174         ret_string = strcat(ret_string, ":multijump");
175         return false;
176 }
177
178 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
179 {
180         ret_string = strcat(ret_string, ", Multi jump");
181         return false;
182 }
183
184 #endif
185 #endif