]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_multijump.qc
Merge branch 'Mario/qc_updates' into TimePath/csqc_prediction
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_multijump.qc
index d36f3ecbe82e566a030968198c11564cbefb7a2c..f78e6e044ef71cc2a44cc3a06b2f6f8c62861c0e 100644 (file)
@@ -1,28 +1,65 @@
 .float multijump_count;
 .float multijump_ready;
 
 .float multijump_count;
 .float multijump_ready;
 
-MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
+#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()
 {
 {
-       if(self.flags & FL_ONGROUND)
-               self.multijump_count = 0;
+       self.stat_multijump = PHYS_MULTIJUMP;
+       self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
+       self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
+}
 
 
-       return false;
+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);
 }
 
 }
 
-MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+#endif
+
+void PM_multijump()
 {
 {
-       if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
+       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;
 
                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 && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity.z > autocvar_g_multijump_speed)
+       if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
        {
        {
-               if (autocvar_g_multijump)
+               if (PHYS_MULTIJUMP)
                {
                {
-                       if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
+                       if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
                        {
                        {
-                               if (self.velocity.z < autocvar_sv_jumpvelocity)
+                               if (self.velocity_z < PHYS_JUMPVELOCITY)
                                {
                                        player_multijump = true;
                                        self.velocity_z = 0;
                                {
                                        player_multijump = true;
                                        self.velocity_z = 0;
@@ -33,21 +70,26 @@ MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
 
                        if(player_multijump)
                        {
 
                        if(player_multijump)
                        {
-                               if(self.movement.x != 0 || self.movement.y != 0) // don't remove all speed if player isnt pressing any movement keys
+                               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;
 
                                {
                                        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
                                        );
                                        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;
+#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);
 
                                        wishdir = normalize(wishvel);
 
-                                       self.velocity_x = wishdir.x * curspeed; // allow "dodging" at a multijump
-                                       self.velocity_y = wishdir.y * curspeed;
+                                       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;
                                        // keep velocity_z unchanged!
                                }
                                self.multijump_count += 1;
@@ -59,6 +101,20 @@ MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
        return false;
 }
 
        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");
 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
 {
        ret_string = strcat(ret_string, ":multijump");
@@ -78,5 +134,11 @@ MUTATOR_DEFINITION(mutator_multijump)
        MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
        MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, 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;
 }
        return false;
 }
+#endif