#ifdef IMPLEMENTATION #ifdef SVQC #include "../../../../server/antilag.qh" #endif #include "../../../physics.qh" #if defined(SVQC) void multijump_AddStats(); REGISTER_MUTATOR(multijump, cvar("g_multijump")) { MUTATOR_ONADD { multijump_AddStats(); } return false; } #elif defined(CSQC) REGISTER_MUTATOR(multijump, true); #endif .int multijump_count; .bool multijump_ready; .bool cvar_cl_multijump; #ifdef CSQC #define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP) #define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED) #define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD) #define PHYS_MULTIJUMP_MAXSPEED getstatf(STAT_MULTIJUMP_MAXSPEED) #define PHYS_MULTIJUMP_DODGING getstati(STAT_MULTIJUMP_DODGING) #elif defined(SVQC) int autocvar_g_multijump; float autocvar_g_multijump_add; float autocvar_g_multijump_speed; float autocvar_g_multijump_maxspeed; float autocvar_g_multijump_dodging = 1; #define PHYS_MULTIJUMP autocvar_g_multijump #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add #define PHYS_MULTIJUMP_MAXSPEED autocvar_g_multijump_maxspeed #define PHYS_MULTIJUMP_DODGING autocvar_g_multijump_dodging .float stat_multijump; .float stat_multijump_speed; .float stat_multijump_add; .float stat_multijump_maxspeed; .float stat_multijump_dodging; void multijump_UpdateStats(entity this) { this.stat_multijump = PHYS_MULTIJUMP; this.stat_multijump_speed = PHYS_MULTIJUMP_SPEED; this.stat_multijump_add = PHYS_MULTIJUMP_ADD; this.stat_multijump_maxspeed = PHYS_MULTIJUMP_MAXSPEED; this.stat_multijump_dodging = PHYS_MULTIJUMP_DODGING; } void multijump_AddStats() { addstat(STAT_MULTIJUMP, AS_INT, stat_multijump); addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed); addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add); addstat(STAT_MULTIJUMP_MAXSPEED, AS_FLOAT, stat_multijump_maxspeed); addstat(STAT_MULTIJUMP_DODGING, AS_INT, stat_multijump_dodging); } #endif void PM_multijump(entity this) { if(!PHYS_MULTIJUMP) { return; } if(IS_ONGROUND(this)) this.multijump_count = 0; } bool PM_multijump_checkjump(entity this) { if(!PHYS_MULTIJUMP) { return false; } #ifdef SVQC bool client_multijump = this.cvar_cl_multijump; #elif defined(CSQC) bool client_multijump = cvar("cl_multijump"); if(cvar("cl_multijump") > 1) return false; // nope #endif 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; #ifdef CSQC phys_multijump = (PHYS_MULTIJUMP) ? -1 : 0; #endif if(!player_multijump && this.multijump_ready && (this.multijump_count < 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) { 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) { #ifdef SVQC multijump_UpdateStats(self); #endif PM_multijump(self); return false; } MUTATOR_HOOKFUNCTION(multijump, PlayerJump) { return PM_multijump_checkjump(self); } #ifdef SVQC MUTATOR_HOOKFUNCTION(multijump, GetCvars) { GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump"); return false; } 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