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1 #include "multijump.qh"
2
3 #ifdef GAMEQC
4
5 REPLICATE(cvar_cl_multijump, bool, "cl_multijump");
6
7 #ifdef SVQC
8         #include <server/antilag.qh>
9 #endif
10 #include <common/physics/player.qh>
11
12
13 #if defined(SVQC)
14 REGISTER_MUTATOR(multijump, autocvar_g_multijump);
15 #elif defined(CSQC)
16 REGISTER_MUTATOR(multijump, true);
17 #endif
18
19 #define PHYS_MULTIJUMP(s)                               STAT(MULTIJUMP, s)
20 #define PHYS_MULTIJUMP_SPEED(s)                 STAT(MULTIJUMP_SPEED, s)
21 #define PHYS_MULTIJUMP_ADD(s)                   STAT(MULTIJUMP_ADD, s)
22 #define PHYS_MULTIJUMP_MAXSPEED(s)              STAT(MULTIJUMP_MAXSPEED, s)
23 #define PHYS_MULTIJUMP_DODGING(s)               STAT(MULTIJUMP_DODGING, s)
24 #define PHYS_MULTIJUMP_COUNT(s)                 STAT(MULTIJUMP_COUNT, s)
25 #define PHYS_MULTIJUMP_CLIENTDEFAULT(s) STAT(MULTIJUMP_CLIENT, s)
26
27 .bool multijump_ready;
28
29 #ifdef CSQC
30 int autocvar_cl_multijump = -1;
31         #define PHYS_MULTIJUMP_CLIENT(s)        autocvar_cl_multijump
32 #elif defined(SVQC)
33         #define PHYS_MULTIJUMP_CLIENT(s)        CS_CVAR(s).cvar_cl_multijump
34 #endif
35
36 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
37 {
38     entity player = M_ARGV(0, entity);
39
40 #ifdef CSQC
41         player.multijump_count = PHYS_MULTIJUMP_COUNT(player);
42 #endif
43         if(!PHYS_MULTIJUMP(player)) { return; }
44
45         if(IS_ONGROUND(player))
46                 player.multijump_count = 0;
47 }
48
49 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
50 {
51         entity player = M_ARGV(0, entity);
52
53         if(!PHYS_MULTIJUMP(player)) { return; }
54
55         int client_multijump = PHYS_MULTIJUMP_CLIENT(player);
56         if(client_multijump == -1)
57                 client_multijump = PHYS_MULTIJUMP_CLIENTDEFAULT(player);
58         if(client_multijump > 1)
59                 return; // nope
60
61         if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair
62                 player.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
63         else
64                 player.multijump_ready = false;
65
66         int phys_multijump = PHYS_MULTIJUMP(player);
67
68         if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
69                 (!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player))))
70         {
71                 if (PHYS_MULTIJUMP(player))
72                 {
73                         if (!PHYS_MULTIJUMP_ADD(player)) // in this case we make the z velocity == jumpvelocity
74                         {
75                                 if (player.velocity_z < PHYS_JUMPVELOCITY(player))
76                                 {
77                                         M_ARGV(2, bool) = true;
78                                         player.velocity_z = 0;
79                                 }
80                         }
81                         else
82                                 M_ARGV(2, bool) = true;
83
84                         if(M_ARGV(2, bool))
85                         {
86                                 if(PHYS_MULTIJUMP_DODGING(player))
87                                 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
88                                 {
89                                         float curspeed;
90                                         vector wishvel, wishdir;
91
92 /*#ifdef SVQC
93                                         curspeed = max(
94                                                 vlen(vec2(player.velocity)), // current xy speed
95                                                 vlen(vec2(antilag_takebackavgvelocity(player, max(player.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
96                                         );
97 #elif defined(CSQC)*/
98                                         curspeed = vlen(vec2(player.velocity));
99 //#endif
100
101                                         makevectors(player.v_angle_y * '0 1 0');
102                                         wishvel = v_forward * PHYS_CS(player).movement_x + v_right * PHYS_CS(player).movement_y;
103                                         wishdir = normalize(wishvel);
104
105                                         player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
106                                         player.velocity_y = wishdir_y * curspeed;
107                                         // keep velocity_z unchanged!
108                                 }
109                                 if (PHYS_MULTIJUMP(player) > 0)
110                                 {
111                                         player.multijump_count += 1;
112                                 }
113                         }
114                 }
115                 player.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
116         }
117 }
118
119 #ifdef SVQC
120
121 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
122 {
123         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":multijump");
124 }
125
126 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
127 {
128         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Multi jump");
129 }
130
131 #endif
132
133 #endif