4 #include "../antilag.qh"
7 .float multijump_count;
8 .float multijump_ready;
12 #define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
13 #define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
14 #define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
18 #define PHYS_MULTIJUMP autocvar_g_multijump
19 #define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
20 #define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
23 .float stat_multijump;
24 .float stat_multijump_speed;
25 .float stat_multijump_add;
27 void multijump_UpdateStats()
29 self.stat_multijump = PHYS_MULTIJUMP;
30 self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
31 self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
34 void multijump_AddStats()
36 addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
37 addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
38 addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
45 if(!PHYS_MULTIJUMP) { return; }
49 self.multijump_count = 0;
53 float PM_multijump_checkjump()
55 if(!PHYS_MULTIJUMP) { return false; }
57 if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
58 self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
60 self.multijump_ready = false;
62 if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
66 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
68 if (self.velocity_z < PHYS_JUMPVELOCITY)
70 player_multijump = true;
75 player_multijump = true;
79 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
82 vector wishvel, wishdir;
86 vlen(vec2(self.velocity)), // current xy speed
87 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
90 curspeed = vlen(vec2(self.velocity));
93 makevectors(self.v_angle_y * '0 1 0');
94 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
95 wishdir = normalize(wishvel);
97 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
98 self.velocity_y = wishdir_y * curspeed;
99 // keep velocity_z unchanged!
101 self.multijump_count += 1;
104 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
111 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
113 multijump_UpdateStats();
119 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
121 return PM_multijump_checkjump();
124 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
126 ret_string = strcat(ret_string, ":multijump");
130 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
132 ret_string = strcat(ret_string, ", Multi jump");
136 MUTATOR_DEFINITION(mutator_multijump)
138 MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
139 MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
140 MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
141 MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
145 multijump_AddStats();