.float multijump_count; .float multijump_ready; #ifdef CSQC #define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP) #define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED) #define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD) #elif defined(SVQC) #define PHYS_MULTIJUMP autocvar_g_multijump #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add .float stat_multijump; .float stat_multijump_speed; .float stat_multijump_add; void multijump_UpdateStats() { self.stat_multijump = PHYS_MULTIJUMP; self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED; self.stat_multijump_add = PHYS_MULTIJUMP_ADD; } 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); } #endif void PM_multijump() { if(!PHYS_MULTIJUMP) { return; } if(IS_ONGROUND(self)) { self.multijump_count = 0; } } float PM_multijump_checkjump() { if(!PHYS_MULTIJUMP) { return false; } if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again else self.multijump_ready = false; if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED) { if (PHYS_MULTIJUMP) { if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity { if (self.velocity_z < PHYS_JUMPVELOCITY) { player_multijump = true; self.velocity_z = 0; } } else player_multijump = true; if(player_multijump) { 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 { float curspeed; vector wishvel, wishdir; #ifdef SVQC curspeed = max( vlen(vec2(self.velocity)), // current xy speed vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs ); #elif defined(CSQC) curspeed = vlen(vec2(self.velocity)); #endif makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0'); wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y; wishdir = normalize(wishvel); self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump self.velocity_y = wishdir_y * curspeed; // keep velocity_z unchanged! } self.multijump_count += 1; } } self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump } return false; } #ifdef SVQC MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics) { multijump_UpdateStats(); PM_multijump(); return false; } MUTATOR_HOOKFUNCTION(multijump_PlayerJump) { return PM_multijump_checkjump(); } 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; } MUTATOR_DEFINITION(mutator_multijump) { MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY); MUTATOR_ONADD { multijump_AddStats(); } return false; } #endif