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1 .float multijump_count;
2 .float multijump_ready;
3
4 #ifdef CSQC
5
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)
9
10 #elif defined(SVQC)
11
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
15
16
17 .float stat_multijump;
18 .float stat_multijump_speed;
19 .float stat_multijump_add;
20
21 void multijump_UpdateStats()
22 {
23         self.stat_multijump = PHYS_MULTIJUMP;
24         self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
25         self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
26 }
27
28 void multijump_AddStats()
29 {
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);
33 }
34
35 #endif
36
37 void PM_multijump()
38 {
39         if(!PHYS_MULTIJUMP) { return; }
40
41         if(IS_ONGROUND(self))
42         {
43                 self.multijump_count = 0;
44         }
45 }
46
47 float PM_multijump_checkjump()
48 {
49         if(!PHYS_MULTIJUMP) { return false; }
50
51         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
52                 self.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
53         else
54                 self.multijump_ready = false;
55
56         if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
57         {
58                 if (PHYS_MULTIJUMP)
59                 {
60                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
61                         {
62                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
63                                 {
64                                         player_multijump = true;
65                                         self.velocity_z = 0;
66                                 }
67                         }
68                         else
69                                 player_multijump = true;
70
71                         if(player_multijump)
72                         {
73                                 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
74                                 {
75                                         float curspeed;
76                                         vector wishvel, wishdir;
77
78 #ifdef SVQC
79                                         curspeed = max(
80                                                 vlen(vec2(self.velocity)), // current xy speed
81                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
82                                         );
83 #elif defined(CSQC)
84                                         curspeed = vlen(vec2(self.velocity));
85 #endif
86
87                                         makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
88                                         wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
89                                         wishdir = normalize(wishvel);
90
91                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
92                                         self.velocity_y = wishdir_y * curspeed;
93                                         // keep velocity_z unchanged!
94                                 }
95                                 self.multijump_count += 1;
96                         }
97                 }
98                 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
99         }
100
101         return false;
102 }
103
104 #ifdef SVQC
105 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
106 {
107         multijump_UpdateStats();
108         PM_multijump();
109
110         return false;
111 }
112
113 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
114 {
115         return PM_multijump_checkjump();
116 }
117
118 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
119 {
120         ret_string = strcat(ret_string, ":multijump");
121         return false;
122 }
123
124 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
125 {
126         ret_string = strcat(ret_string, ", Multi jump");
127         return false;
128 }
129
130 MUTATOR_DEFINITION(mutator_multijump)
131 {
132         MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
133         MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
134         MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
135         MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
136
137         MUTATOR_ONADD
138         {
139                 multijump_AddStats();
140         }
141
142         return false;
143 }
144 #endif