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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / multijump / multijump.qc
1 #include "multijump.qh"
2
3 #ifdef GAMEQC
4
5 #ifdef SVQC
6         #include <server/antilag.qh>
7 #endif
8 #include <common/physics/player.qh>
9
10
11 #if defined(SVQC)
12 REGISTER_MUTATOR(multijump, autocvar_g_multijump);
13 #elif defined(CSQC)
14 REGISTER_MUTATOR(multijump, true);
15 #endif
16
17 #define PHYS_MULTIJUMP(s)                               STAT(MULTIJUMP, s)
18 #define PHYS_MULTIJUMP_SPEED(s)                 STAT(MULTIJUMP_SPEED, s)
19 #define PHYS_MULTIJUMP_ADD(s)                   STAT(MULTIJUMP_ADD, s)
20 #define PHYS_MULTIJUMP_MAXSPEED(s)              STAT(MULTIJUMP_MAXSPEED, s)
21 #define PHYS_MULTIJUMP_DODGING(s)               STAT(MULTIJUMP_DODGING, s)
22 #define PHYS_MULTIJUMP_COUNT(s)                 STAT(MULTIJUMP_COUNT, s)
23
24 .bool multijump_ready;
25
26 #ifdef CSQC
27 bool cvar_cl_multijump;
28 bool autocvar_cl_multijump = true;
29
30         #define PHYS_MULTIJUMP_CLIENT(s)        autocvar_cl_multijump
31 #elif defined(SVQC)
32 .bool cvar_cl_multijump;
33
34         #define PHYS_MULTIJUMP_CLIENT(s)        CS(s).cvar_cl_multijump
35 #endif
36
37 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
38 {
39     entity player = M_ARGV(0, entity);
40
41 #ifdef CSQC
42         player.multijump_count = PHYS_MULTIJUMP_COUNT(player);
43 #endif
44         if(!PHYS_MULTIJUMP(player)) { return; }
45
46         if(IS_ONGROUND(player))
47                 player.multijump_count = 0;
48 }
49
50 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
51 {
52         entity player = M_ARGV(0, entity);
53
54         if(!PHYS_MULTIJUMP(player)) { return; }
55
56         int client_multijump = PHYS_MULTIJUMP_CLIENT(player);
57         if(client_multijump > 1)
58                 return; // nope
59
60         if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair
61                 player.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
62         else
63                 player.multijump_ready = false;
64
65         int phys_multijump = PHYS_MULTIJUMP(player);
66
67         if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
68                 (!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player))))
69         {
70                 if (PHYS_MULTIJUMP(player))
71                 {
72                         if (!PHYS_MULTIJUMP_ADD(player)) // in this case we make the z velocity == jumpvelocity
73                         {
74                                 if (player.velocity_z < PHYS_JUMPVELOCITY(player))
75                                 {
76                                         M_ARGV(2, bool) = true;
77                                         player.velocity_z = 0;
78                                 }
79                         }
80                         else
81                                 M_ARGV(2, bool) = true;
82
83                         if(M_ARGV(2, bool))
84                         {
85                                 if(PHYS_MULTIJUMP_DODGING(player))
86                                 if(PHYS_CS(player).movement_x != 0 || PHYS_CS(player).movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
87                                 {
88                                         float curspeed;
89                                         vector wishvel, wishdir;
90
91 /*#ifdef SVQC
92                                         curspeed = max(
93                                                 vlen(vec2(player.velocity)), // current xy speed
94                                                 vlen(vec2(antilag_takebackavgvelocity(player, max(player.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
95                                         );
96 #elif defined(CSQC)*/
97                                         curspeed = vlen(vec2(player.velocity));
98 //#endif
99
100                                         makevectors(player.v_angle_y * '0 1 0');
101                                         wishvel = v_forward * PHYS_CS(player).movement_x + v_right * PHYS_CS(player).movement_y;
102                                         wishdir = normalize(wishvel);
103
104                                         player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
105                                         player.velocity_y = wishdir_y * curspeed;
106                                         // keep velocity_z unchanged!
107                                 }
108                                 if (PHYS_MULTIJUMP(player) > 0)
109                                 {
110                                         player.multijump_count += 1;
111                                 }
112                         }
113                 }
114                 player.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
115         }
116 }
117
118 REPLICATE(cvar_cl_multijump, bool, "cl_multijump");
119
120 #ifdef SVQC
121
122 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
123 {
124         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":multijump");
125 }
126
127 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
128 {
129         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Multi jump");
130 }
131
132 #endif
133
134 #endif