]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into mirceakitsune/multijump
authorFruitieX <rasse@rasse-lappy.localdomain>
Mon, 9 Aug 2010 11:27:26 +0000 (14:27 +0300)
committerFruitieX <rasse@rasse-lappy.localdomain>
Mon, 9 Aug 2010 11:27:26 +0000 (14:27 +0300)
Conflicts:
qcsrc/server/cl_physics.qc

1  2 
defaultXonotic.cfg
qcsrc/server/cl_physics.qc

index 9976b8e3952d8afd533e20eb182667e9180f0232,3b585d723760ee39c2901578aae1f2e3f5b093b5..5944d7e71299b1479c58a83886e8a07e849371db
@@@ -823,14 -842,16 +842,21 @@@ exec balanceXonotic.cf
  
  set g_bloodloss 0   "amount of health below which blood loss occurs"
  
- set g_footsteps 0     "serverside footstep sounds"
+ set g_footsteps 1     "serverside footstep sounds"
  
- set g_multijump 0     "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"
- set g_multijump_delay 0.25    "Delay between multiple jumps"
- set g_multijump_speed 30      "Minimum vertical speed a player must have in order to jump again"
+ set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)"
++set g_multijump 1     "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"
++set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"
++set g_multijump_delay 0               "Delay between multiple jumps"
++set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again"
 +
  // effects
  r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints)
+ r_picmipworld 1
+ gl_picmip_world 0
+ gl_picmip_sprites 0
+ gl_picmip_other 2 // so, picmip -2 is best possible quality
  r_mipsprites 1
  r_mipskins 1
  r_shadow_realtime_world_lightmaps 1
index 11d0cbf25301d70bf169f2ab1a7d680fa4913223,70e702505cd2d5d9c482d968552b8f377619e4b9..83b2abd4f708afca64ecdf29a76604680312a671
@@@ -57,28 -66,9 +70,33 @@@ void PlayerJump (void
                return;
        }
  
 -      if (!doublejump)
 -      if (!(self.flags & FL_ONGROUND))
 -              return;
 +      if (cvar("g_multijump"))
 +      {
 +              if ((self.flags & FL_JUMPRELEASED) && !(self.flags & FL_ONGROUND))
 +                      self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
 +              else 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
 +                      self.multijump_ready = FALSE;
 +              }
 +      }
 +
 +      if(self.multijump_ready && time > self.multijump_delay && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
 +      {
 +              if (cvar("g_multijump") > 0)
++              {
++                      if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
++                              self.velocity_z = 0;
 +                      self.multijump_count += 1;
++              }
 +              self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
 +      }
-       else if (!(self.flags & FL_ONGROUND))
-               return;
++      else if (!doublejump)
++              if (!(self.flags & FL_ONGROUND))
++                      return;
  
        if(!sv_pogostick)
                if (!(self.flags & FL_JUMPRELEASED))