]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/mutator_multijump.qc
Fix client side multijump not turning off when server side multijump is
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_multijump.qc
1 .float multijump_count;
2 .float multijump_ready;
3
4 #ifdef CSQC
5
6 #define PHYS_MULTIJUMP                          getstati(STAT_MULTIJUMP)
7 #define PHYS_MULTIJUMP_SPEED            getstatf(STAT_MULTIJUMP_SPEED)
8 #define PHYS_MULTIJUMP_ADD                      getstati(STAT_MULTIJUMP_ADD)
9
10 #elif defined(SVQC)
11
12 #define PHYS_MULTIJUMP                          autocvar_g_multijump
13 #define PHYS_MULTIJUMP_SPEED            autocvar_g_multijump_speed
14 #define PHYS_MULTIJUMP_ADD                      autocvar_g_multijump_add
15
16
17 .float stat_multijump;
18 .float stat_multijump_speed;
19 .float stat_multijump_add;
20
21 void multijump_UpdateStats()
22 {
23         self.stat_multijump = PHYS_MULTIJUMP;
24         self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
25         self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
26 }
27
28 void multijump_AddStats()
29 {
30         addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
31         addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
32         addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
33 }
34
35 #endif
36
37 void PM_multijump()
38 {
39         if(!PHYS_MULTIJUMP) { return; }
40
41         if(IS_ONGROUND(self))
42         {
43                 if (PHYS_MULTIJUMP > 0)
44                         self.multijump_count = 0;
45                 else
46                         self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
47         }
48 }
49
50 float PM_multijump_checkjump()
51 {
52         if(!PHYS_MULTIJUMP) { return FALSE; }
53
54         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
55                 self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
56         else
57                 self.multijump_ready = FALSE;
58
59         if(!player_multijump && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
60         {
61                 if (PHYS_MULTIJUMP)
62                 {
63                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
64                         {
65                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
66                                 {
67                                         player_multijump = TRUE;
68                                         self.velocity_z = 0;
69                                 }
70                         }
71                         else
72                                 player_multijump = TRUE;
73
74                         if(player_multijump)
75                         {
76                                 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
77                                 {
78                                         float curspeed = vlen(vec2(self.velocity));
79                                         vector wishvel, wishdir;
80
81                                         makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
82                                         wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
83                                         wishdir = normalize(wishvel);
84
85                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
86                                         self.velocity_y = wishdir_y * curspeed;
87                                         // keep velocity_z unchanged!
88                                 }
89                                 if (PHYS_MULTIJUMP > 0)
90                                         self.multijump_count += 1;
91                         }
92                 }
93                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
94         }
95
96         return FALSE;
97 }
98
99 #ifdef SVQC
100 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
101 {
102         multijump_UpdateStats();
103         PM_multijump();
104
105         return FALSE;
106 }
107
108 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
109 {
110         return PM_multijump_checkjump();
111 }
112
113 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
114 {
115         ret_string = strcat(ret_string, ":multijump");
116         return FALSE;
117 }
118
119 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
120 {
121         ret_string = strcat(ret_string, ", Multi jump");
122         return FALSE;
123 }
124
125 MUTATOR_DEFINITION(mutator_multijump)
126 {
127         MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
128         MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
129         MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
130         MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
131
132         MUTATOR_ONADD
133         {
134                 multijump_AddStats();
135         }
136
137         return FALSE;
138 }
139 #endif