#include "multijump.qh" #ifndef MENUQC #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(s) STAT(MULTIJUMP, s) #define PHYS_MULTIJUMP_SPEED(s) STAT(MULTIJUMP_SPEED, s) #define PHYS_MULTIJUMP_ADD(s) STAT(MULTIJUMP_ADD, s) #define PHYS_MULTIJUMP_MAXSPEED(s) STAT(MULTIJUMP_MAXSPEED, s) #define PHYS_MULTIJUMP_DODGING(s) STAT(MULTIJUMP_DODGING, s) #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 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics) { entity player = M_ARGV(0, entity); #ifdef CSQC player.multijump_count = PHYS_MULTIJUMP_COUNT(player); #endif if(!PHYS_MULTIJUMP(player)) { return; } if(IS_ONGROUND(player)) player.multijump_count = 0; } MUTATOR_HOOKFUNCTION(multijump, PlayerJump) { entity player = M_ARGV(0, entity); if(!PHYS_MULTIJUMP(player)) { return; } int client_multijump = PHYS_MULTIJUMP_CLIENT(player); if(client_multijump > 1) return; // nope if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair player.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again else player.multijump_ready = false; int phys_multijump = PHYS_MULTIJUMP(player); if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) && (!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player)))) { if (PHYS_MULTIJUMP(player)) { if (!PHYS_MULTIJUMP_ADD(player)) // in this case we make the z velocity == jumpvelocity { if (player.velocity_z < PHYS_JUMPVELOCITY(player)) { M_ARGV(2, bool) = true; player.velocity_z = 0; } } else M_ARGV(2, bool) = true; if(M_ARGV(2, bool)) { if(PHYS_MULTIJUMP_DODGING(player)) if(player.movement_x != 0 || player.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(player.velocity)), // current xy speed vlen(vec2(antilag_takebackavgvelocity(player, max(player.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs ); #elif defined(CSQC)*/ curspeed = vlen(vec2(player.velocity)); //#endif makevectors(player.v_angle_y * '0 1 0'); wishvel = v_forward * player.movement_x + v_right * player.movement_y; wishdir = normalize(wishvel); player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump player.velocity_y = wishdir_y * curspeed; // keep velocity_z unchanged! } if (PHYS_MULTIJUMP(player) > 0) { player.multijump_count += 1; } } } player.multijump_ready = false; // require releasing and pressing the jump button again for the next jump } } #ifdef SVQC REPLICATE(cvar_cl_multijump, bool, "cl_multijump"); MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ":multijump"); } MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Multi jump"); } #endif #endif