1 .float multijump_count;
2 .float multijump_ready;
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)
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
17 .float stat_multijump;
18 .float stat_multijump_speed;
19 .float stat_multijump_add;
21 void multijump_UpdateStats()
23 self.stat_multijump = PHYS_MULTIJUMP;
24 self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
25 self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
28 void multijump_AddStats()
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);
39 if(!PHYS_MULTIJUMP) { return; }
43 self.multijump_count = 0;
47 float PM_multijump_checkjump()
49 if(!PHYS_MULTIJUMP) { return false; }
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
54 self.multijump_ready = false;
56 if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
60 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
62 if (self.velocity_z < PHYS_JUMPVELOCITY)
64 player_multijump = true;
69 player_multijump = true;
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
76 vector wishvel, wishdir;
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
84 curspeed = vlen(vec2(self.velocity));
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);
91 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
92 self.velocity_y = wishdir_y * curspeed;
93 // keep velocity_z unchanged!
95 self.multijump_count += 1;
98 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
105 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
107 multijump_UpdateStats();
113 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
115 return PM_multijump_checkjump();
118 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
120 ret_string = strcat(ret_string, ":multijump");
124 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
126 ret_string = strcat(ret_string, ", Multi jump");
130 MUTATOR_DEFINITION(mutator_multijump)
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);
139 multijump_AddStats();