]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
only add a "base charge" up to 50%
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index 70e702505cd2d5d9c482d968552b8f377619e4b9..1d2117defffb0388fe023f9bf4ec7db3fd1ea6c0 100644 (file)
@@ -33,6 +33,12 @@ float sv_airspeedlimit_nonqw;
 .float wasFlying;
 .float spectatorspeed;
 
+.float multijump_count;
+.float multijump_ready;
+.float prevjumpbutton;
+
+.float nexspeed;
+
 /*
 =============
 PlayerJump
@@ -66,9 +72,58 @@ void PlayerJump (void)
                return;
        }
 
+       if (cvar("g_multijump"))
+       {
+               if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // 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(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
+       {
+               // doublejump = FALSE; // checked above in the if
+               if (cvar("g_multijump") > 0)
+               {
+                       if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
+                       {
+                               if (self.velocity_z < mjumpheight)
+                               {
+                                       doublejump = TRUE;
+                                       self.velocity_z = 0;
+                               }
+                       }
+                       else
+                               doublejump = TRUE;
+
+                       if(doublejump)
+                       {
+                               if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+                               {
+                                       float curspeed;
+                                       vector wishvel, wishdir;
+
+                                       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
+                                       );
+                                       makevectors(self.v_angle_y * '0 1 0');
+                                       wishvel = v_forward * self.movement_x + v_right * self.movement_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
+       }
+
        if (!doublejump)
-       if (!(self.flags & FL_ONGROUND))
-               return;
+               if (!(self.flags & FL_ONGROUND))
+                       return;
 
        if(!sv_pogostick)
                if (!(self.flags & FL_JUMPRELEASED))
@@ -319,8 +374,7 @@ void RaceCarPhysics()
                float mt;
 
                rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
-               rigvel_xy = rigvel;
-               rigvel_xy_z = 0;
+               rigvel_xy = vec2(rigvel);
 
                if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
                        mt = MOVE_NORMAL;
@@ -512,7 +566,7 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
 
        vel_straight = self.velocity * wishdir;
        vel_z = self.velocity_z;
-       vel_xy = self.velocity - vel_z * '0 0 1';
+       vel_xy = vec2(self.velocity);
        vel_perpend = vel_xy - vel_straight * wishdir;
 
        step = accel * frametime * wishspeed0;
@@ -652,7 +706,7 @@ void SV_PlayerPhysics()
        float buttons_prev;
        float not_allowed_to_move;
        string c;
-
+       
        // fix physics stats for g_movement_highspeed
        self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
        if(sv_airstrafeaccel_qw)
@@ -897,6 +951,14 @@ void SV_PlayerPhysics()
 
        if(self.classname == "player")
        {
+               if(self.flags & FL_ONGROUND)
+               {
+                       if (cvar("g_multijump") > 0)
+                               self.multijump_count = 0;
+                       else
+                               self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
+               }
+
                if (self.BUTTON_JUMP)
                        PlayerJump ();
                else
@@ -904,6 +966,7 @@ void SV_PlayerPhysics()
 
                if (self.waterlevel == WATERLEVEL_SWIMMING)
                        CheckWaterJump ();
+               self.prevjumpbutton = self.BUTTON_JUMP;
        }
 
        if (self.flags & FL_WATERJUMP )
@@ -1262,6 +1325,18 @@ void SV_PlayerPhysics()
                        }
                }
        }
+
+       float xyspeed;
+       xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+       if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_charge_minspeed"))
+       {
+               // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+               xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed"));
+               float f;
+               f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
+               // add the extra charge
+               self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);
+       }
 :end
        if(self.flags & FL_ONGROUND)
                self.lastground = time;