#ifdef SVQC
#include "../../../../server/antilag.qh"
#endif
-#include "../../../physics.qh"
+#include "../../../physics/player.qh"
#if defined(SVQC)
-void multijump_AddStats();
-
-REGISTER_MUTATOR(multijump, cvar("g_multijump"))
-{
- MUTATOR_ONADD
- {
- multijump_AddStats();
- }
- return false;
-}
+REGISTER_MUTATOR(multijump, cvar("g_multijump"));
#elif defined(CSQC)
REGISTER_MUTATOR(multijump, true);
#endif
-.int multijump_count;
+#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;
-.bool cvar_cl_multijump;
#ifdef CSQC
+bool autocvar_cl_multijump = false;
-#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)
-
+ #define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump
#elif defined(SVQC)
+.bool cvar_cl_multijump;
-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);
-}
-
+ #define PHYS_MULTIJUMP_CLIENT(s) (s).cvar_cl_multijump
#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)
+ int client_multijump = PHYS_MULTIJUMP_CLIENT(this);
+ if(client_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
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(!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)
+ if (this.velocity_z < PHYS_JUMPVELOCITY(this))
{
player_multijump = true;
this.velocity_z = 0;
MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
{
-#ifdef SVQC
- multijump_UpdateStats(self);
+#ifdef CSQC
+ self.multijump_count = PHYS_MULTIJUMP_COUNT(self);
#endif
- PM_multijump(self);
+ if(!PHYS_MULTIJUMP) { return; }
+
+ if(IS_ONGROUND(self))
+ self.multijump_count = 0;
return false;
}