#ifdef IMPLEMENTATION #ifdef SVQC #include #endif #include #if defined(SVQC) REGISTER_MUTATOR(multijump, cvar("g_multijump")); #elif defined(CSQC) REGISTER_MUTATOR(multijump, true); #endif #define PHYS_MULTIJUMP STAT(MULTIJUMP, self) #define PHYS_MULTIJUMP_SPEED STAT(MULTIJUMP_SPEED, self) #define PHYS_MULTIJUMP_ADD STAT(MULTIJUMP_ADD, self) #define PHYS_MULTIJUMP_MAXSPEED STAT(MULTIJUMP_MAXSPEED, self) #define PHYS_MULTIJUMP_DODGING STAT(MULTIJUMP_DODGING, self) #define PHYS_MULTIJUMP_COUNT(s) STAT(MULTIJUMP_COUNT, s) .bool multijump_ready; #ifdef CSQC bool autocvar_cl_multijump = true; #define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump #elif defined(SVQC) .bool cvar_cl_multijump; #define PHYS_MULTIJUMP_CLIENT(s) (s).cvar_cl_multijump #endif bool PM_multijump_checkjump(entity this) { if(!PHYS_MULTIJUMP) { return false; } int client_multijump = PHYS_MULTIJUMP_CLIENT(this); if(client_multijump > 1) return false; // nope if (!IS_JUMP_HELD(this) && !IS_ONGROUND(this) && client_multijump) // jump button pressed this frame and we are in midair this.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again else this.multijump_ready = false; int phys_multijump = PHYS_MULTIJUMP; if(!player_multijump && this.multijump_ready && (PHYS_MULTIJUMP_COUNT(this) < phys_multijump || phys_multijump == -1) && this.velocity_z > PHYS_MULTIJUMP_SPEED && (!PHYS_MULTIJUMP_MAXSPEED || vlen(this.velocity) <= PHYS_MULTIJUMP_MAXSPEED)) { if (PHYS_MULTIJUMP) { if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity { if (this.velocity_z < PHYS_JUMPVELOCITY(this)) { player_multijump = true; this.velocity_z = 0; } } else player_multijump = true; if(player_multijump) { if(PHYS_MULTIJUMP_DODGING) if(this.movement_x != 0 || this.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys { float curspeed; vector wishvel, wishdir; /*#ifdef SVQC curspeed = max( vlen(vec2(this.velocity)), // current xy speed vlen(vec2(antilag_takebackavgvelocity(this, max(this.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs ); #elif defined(CSQC)*/ curspeed = vlen(vec2(this.velocity)); //#endif makevectors(this.v_angle_y * '0 1 0'); wishvel = v_forward * this.movement_x + v_right * this.movement_y; wishdir = normalize(wishvel); this.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump this.velocity_y = wishdir_y * curspeed; // keep velocity_z unchanged! } if (PHYS_MULTIJUMP > 0) { this.multijump_count += 1; } } } this.multijump_ready = false; // require releasing and pressing the jump button again for the next jump } return false; } MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics) { SELFPARAM(); #ifdef CSQC this.multijump_count = PHYS_MULTIJUMP_COUNT(this); #endif if(!PHYS_MULTIJUMP) { return; } if(IS_ONGROUND(this)) this.multijump_count = 0; return false; } MUTATOR_HOOKFUNCTION(multijump, PlayerJump) { SELFPARAM(); return PM_multijump_checkjump(this); } #ifdef SVQC REPLICATE(cvar_cl_multijump, bool, "cl_multijump"); MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString) { ret_string = strcat(ret_string, ":multijump"); return false; } MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString) { ret_string = strcat(ret_string, ", Multi jump"); return false; } #endif #endif