.float wasFlying;
.float spectatorspeed;
-.float multijump_count;
-.float multijump_ready;
-.float prevjumpbutton;
-
/*
=============
PlayerJump
*/
void PlayerJump (void)
{
- if(self.freezetag_frozen)
- return; // no jumping in freezetag when frozen
+ float doublejump = FALSE;
- float mjumpheight;
- float doublejump;
+ player_multijump = doublejump;
+ if(MUTATOR_CALLHOOK(PlayerJump))
+ return;
+
+ doublejump = player_multijump;
- doublejump = FALSE;
+ float mjumpheight;
+
if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
return;
}
- if (autocvar_g_multijump)
- {
- if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // 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;
- }
-
- if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
- {
- // doublejump = FALSE; // checked above in the if
- if (autocvar_g_multijump)
- {
- if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
- {
- if (self.velocity_z < mjumpheight)
- {
- doublejump = TRUE;
- self.velocity_z = 0;
- }
- }
- else
- doublejump = TRUE;
-
- 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!
- }
- if (autocvar_g_multijump > 0)
- self.multijump_count += 1;
- }
- }
- self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
- }
-
if (!doublejump)
if (!(self.flags & FL_ONGROUND))
return;
if (!(self.flags & FL_JUMPRELEASED))
return;
- if(self.health <= g_bloodloss)
- return;
-
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
// velocity bounds. Final velocity is bound between (jumpheight *
// min + jumpheight) and (jumpheight * max + jumpheight);
self.flags &~= FL_JUMPRELEASED;
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
-
- if(g_jump_grunt)
+
+ if(autocvar_g_jump_grunt)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
self.restart_jump = -1; // restart jump anim next time
}
void CheckPlayerJump()
{
- if(self.flags & FL_ONGROUND)
- {
- if (autocvar_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
- }
-
if (self.BUTTON_JUMP)
PlayerJump ();
else
if (self.waterlevel == WATERLEVEL_SWIMMING)
CheckWaterJump ();
- self.prevjumpbutton = self.BUTTON_JUMP;
}
float racecar_angle(float forward, float down)
else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
self.specialcommand_pos = 0;
- if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
+ if(sv_maxidle > 0)
{
if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
self.parm_idlesince = time;