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Merge branch 'master' into TimePath/experiments/csqc_prediction
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_multijump.qc
1 .float multijump_count;
2 .float multijump_ready;
3
4 #ifdef CSQC
5
6 #define PHYS_MULTIJUMP                          getstati(STAT_MULTIJUMP)
7 #define PHYS_MULTIJUMP_SPEED            getstatf(STAT_MULTIJUMP_SPEED)
8 #define PHYS_MULTIJUMP_ADD                      getstati(STAT_MULTIJUMP_ADD)
9
10 #elif defined(SVQC)
11
12 #define PHYS_MULTIJUMP                          autocvar_g_multijump
13 #define PHYS_MULTIJUMP_SPEED            autocvar_g_multijump_speed
14 #define PHYS_MULTIJUMP_ADD                      autocvar_g_multijump_add
15
16
17 .float stat_multijump;
18 .float stat_multijump_speed;
19 .float stat_multijump_add;
20
21 void multijump_UpdateStats()
22 {
23         self.stat_multijump = PHYS_MULTIJUMP;
24         self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
25         self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
26 }
27
28 void multijump_AddStats()
29 {
30         addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
31         addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
32         addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
33 }
34
35 #endif
36
37 void PM_multijump()
38 {
39         if(!PHYS_MULTIJUMP) { return; }
40
41         if(IS_ONGROUND(self))
42         {
43                 self.multijump_count = 0;
44         }
45 }
46
47 float PM_multijump_checkjump()
48 {
49         if(!PHYS_MULTIJUMP) { return FALSE; }
50
51         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
52                 self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
53         else
54                 self.multijump_ready = FALSE;
55
56         if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
57         {
58                 if (PHYS_MULTIJUMP)
59                 {
60                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
61                         {
62                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
63                                 {
64                                         player_multijump = TRUE;
65                                         self.velocity_z = 0;
66                                 }
67                         }
68                         else
69                                 player_multijump = TRUE;
70
71                         if(player_multijump)
72                         {
73                                 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
74                                 {
75                                         float curspeed;
76                                         vector wishvel, wishdir;
77
78                                         curspeed = max(
79                                                 vlen(vec2(self.velocity)) // current xy speed
80 #ifdef SVQC
81                                                 ,vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
82 #endif
83                                         );
84                                         makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
85                                         wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
86                                         wishdir = normalize(wishvel);
87
88                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
89                                         self.velocity_y = wishdir_y * curspeed;
90                                         // keep velocity_z unchanged!
91                                 }
92                                 self.multijump_count += 1;
93                         }
94                 }
95                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
96         }
97
98         return FALSE;
99 }
100
101 #ifdef SVQC
102 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
103 {
104         multijump_UpdateStats();
105         PM_multijump();
106
107         return FALSE;
108 }
109
110 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
111 {
112         return PM_multijump_checkjump();
113 }
114
115 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
116 {
117         ret_string = strcat(ret_string, ":multijump");
118         return FALSE;
119 }
120
121 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
122 {
123         ret_string = strcat(ret_string, ", Multi jump");
124         return FALSE;
125 }
126
127 MUTATOR_DEFINITION(mutator_multijump)
128 {
129         MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
130         MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
131         MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
132         MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
133
134         MUTATOR_ONADD
135         {
136                 multijump_AddStats();
137         }
138
139         return FALSE;
140 }
141 #endif