.float multijump_count;
.float multijump_ready;
-MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
+#ifdef CSQC
+
+#define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
+#define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
+#define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
+
+#elif defined(SVQC)
+
+#define PHYS_MULTIJUMP autocvar_g_multijump
+#define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
+#define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
+
+
+.float stat_multijump;
+.float stat_multijump_speed;
+.float stat_multijump_add;
+
+void multijump_UpdateStats()
{
- if(self.flags & FL_ONGROUND)
+ self.stat_multijump = PHYS_MULTIJUMP;
+ self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
+ self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
+}
+
+void multijump_AddStats()
+{
+ addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
+ addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
+ addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
+}
+
+#endif
+
+void PM_multijump()
+{
+ if(!PHYS_MULTIJUMP) { return; }
+
+ if(IS_ONGROUND(self))
{
- 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
+ self.multijump_count = 0;
}
-
- return FALSE;
}
-MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+float PM_multijump_checkjump()
{
- if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
+ if(!PHYS_MULTIJUMP) { return FALSE; }
+
+ if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // 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(!player_multijump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
+
+ if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
{
- if (autocvar_g_multijump)
+ if (PHYS_MULTIJUMP)
{
- if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
+ if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
{
- if (self.velocity_z < autocvar_sv_jumpvelocity)
+ if (self.velocity_z < PHYS_JUMPVELOCITY)
{
player_multijump = TRUE;
self.velocity_z = 0;
if(player_multijump)
{
- if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ 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
{
float curspeed;
vector wishvel, wishdir;
+#ifdef SVQC
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;
+#elif defined(CSQC)
+ curspeed = vlen(vec2(self.velocity));
+#endif
+
+ makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
+ wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_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_count += 1;
}
}
self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
return FALSE;
}
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
+{
+ multijump_UpdateStats();
+ PM_multijump();
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+{
+ return PM_multijump_checkjump();
+}
+
MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
{
ret_string = strcat(ret_string, ":multijump");
MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+ MUTATOR_ONADD
+ {
+ multijump_AddStats();
+ }
+
return FALSE;
}
+#endif