4 REGISTER_MUTATOR(walljump, true);
6 REGISTER_MUTATOR(walljump, cvar("g_walljump"));
9 #define PHYS_WALLJUMP(s) STAT(WALLJUMP, s)
10 #define PHYS_WALLJUMP_VELOCITY_Z_FACTOR(s) STAT(WALLJUMP_VELOCITY_Z_FACTOR, s)
11 #define PHYS_WALLJUMP_VELOCITY_XY_FACTOR(s) STAT(WALLJUMP_VELOCITY_XY_FACTOR, s)
12 #define PHYS_WALLJUMP_DELAY(s) STAT(WALLJUMP_DELAY, s)
13 #define PHYS_WALLJUMP_FORCE(s) STAT(WALLJUMP_FORCE, s)
15 vector PlayerTouchWall(entity this)
17 #define TRACE(newvec) \
18 tracebox (start, this.mins, this.maxs, (newvec), true, this); \
19 if (trace_fraction < 1 && vdist(this.origin - trace_endpos, <, dist) && trace_plane_normal_z < max_normal) \
20 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) \
21 return trace_plane_normal;
23 float dist = 10, max_normal = 0.2, scaler = 100;
24 vector start = this.origin;
25 TRACE(start + v_forward * scaler)
26 TRACE(start - v_forward * scaler)
27 TRACE(start + v_right * scaler)
28 TRACE(start - v_right * scaler)
33 MUTATOR_HOOKFUNCTION(walljump, PlayerJump)
35 entity player = M_ARGV(0, entity);
37 if(PHYS_WALLJUMP(player))
38 if(time - STAT(LASTWJ, player) > PHYS_WALLJUMP_DELAY(player)) // can't do this on client, as it's too stupid to obey counters
39 if(!IS_ONGROUND(player))
40 if(player.move_movetype != MOVETYPE_NONE && player.move_movetype != MOVETYPE_FOLLOW && player.move_movetype != MOVETYPE_FLY && player.move_movetype != MOVETYPE_NOCLIP)
41 if(!IS_JUMP_HELD(player))
42 if(!STAT(FROZEN, player))
45 vector plane_normal = PlayerTouchWall(player);
47 if(plane_normal != '0 0 0')
49 float wj_force = PHYS_WALLJUMP_FORCE(player);
50 float wj_xy_factor = PHYS_WALLJUMP_VELOCITY_XY_FACTOR(player);
51 float wj_z_factor = PHYS_WALLJUMP_VELOCITY_Z_FACTOR(player);
52 player.velocity_x += plane_normal_x * wj_force;
53 player.velocity_x /= wj_xy_factor;
54 player.velocity_y += plane_normal_y * wj_force;
55 player.velocity_y /= wj_xy_factor;
56 player.velocity_z = PHYS_JUMPVELOCITY(player) * wj_z_factor;
57 if(PHYS_INPUT_BUTTON_CROUCH(player)) player.velocity_z *= -1;
60 STAT(LASTWJ, player) = time;
61 player.oldvelocity = player.velocity;
62 Send_Effect(EFFECT_SMOKE_RING, trace_endpos, plane_normal, 5);
63 PlayerSound(player, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
64 animdecide_setaction(player, ANIMACTION_JUMP, true);
67 M_ARGV(2, bool) = true; // multijump