.float multijump_ready;
.float prevjumpbutton;
-.float prevtopspeed; // store the top speed during the last 0.25 seconds to make dodging at full speeds easier
-.float prevtopspeed_time;
+.float nexspeed;
/*
=============
self.multijump_ready = FALSE;
}
- if(self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
+ 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
- self.velocity_z = 0;
-
- 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(self.velocity - '0 0 1' * self.velocity_z), self.prevtopspeed);
- makevectors(self.v_angle);
- wishvel = v_forward * self.movement_x + v_right * self.movement_y;
- wishdir = normalize(wishvel);
+ if (self.velocity_z < mjumpheight)
+ {
+ doublejump = TRUE;
+ self.velocity_z = 0;
+ }
+ }
+ else
+ doublejump = TRUE;
- self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
- self.velocity_y = wishdir_y * curspeed;
- // keep velocity_z unchanged!
+ 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_count += 1;
}
self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
}
- else if (!doublejump)
+
+ if (!doublejump)
if (!(self.flags & FL_ONGROUND))
return;
float speedaward_speed;
string speedaward_holder;
+string speedaward_uid;
void race_send_speedaward(float msg)
{
// send the best speed of the round
float speedaward_alltimebest;
string speedaward_alltimebest_holder;
+string speedaward_alltimebest_uid;
void race_send_speedaward_alltimebest(float msg)
{
// send the best speed
self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
}
- if(vlen(self.velocity) >= self.prevtopspeed || time - self.prevtopspeed_time > 0.25)
- {
- self.prevtopspeed_time = time;
- self.prevtopspeed = vlen(self.velocity - '0 0 1' * self.velocity_z);
- }
-
if (self.BUTTON_JUMP)
PlayerJump ();
else
if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
speedaward_holder = self.netname;
+ if(speedaward_uid)
+ strunzone(speedaward_uid);
+ speedaward_uid = strzone(self.crypto_idfp);
speedaward_lastupdate = time;
}
if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
speedaward_alltimebest_holder = speedaward_holder;
db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
+ db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_holder);
race_send_speedaward_alltimebest(MSG_ALL);
}
}
}
+
+ 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"));
+ 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;