#include "walljump.qh" #ifdef GAMEQC #ifdef CSQC REGISTER_MUTATOR(walljump, true); #elif defined(SVQC) REGISTER_MUTATOR(walljump, cvar("g_walljump")); #endif #define PHYS_WALLJUMP(s) STAT(WALLJUMP, s) #define PHYS_WALLJUMP_VELOCITY_Z_FACTOR(s) STAT(WALLJUMP_VELOCITY_Z_FACTOR, s) #define PHYS_WALLJUMP_VELOCITY_XY_FACTOR(s) STAT(WALLJUMP_VELOCITY_XY_FACTOR, s) #define PHYS_WALLJUMP_DELAY(s) STAT(WALLJUMP_DELAY, s) #define PHYS_WALLJUMP_FORCE(s) STAT(WALLJUMP_FORCE, s) vector PlayerTouchWall(entity this) { #define TRACE(newvec) \ tracebox (start, this.mins, this.maxs, (newvec), true, this); \ if (trace_fraction < 1 && vdist(this.origin - trace_endpos, <, dist) && trace_plane_normal_z < max_normal) \ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) \ return trace_plane_normal; float dist = 10, max_normal = 0.2, scaler = 100; vector start = this.origin; TRACE(start + v_forward * scaler) TRACE(start - v_forward * scaler) TRACE(start + v_right * scaler) TRACE(start - v_right * scaler) #undef TRACE return '0 0 0'; } MUTATOR_HOOKFUNCTION(walljump, PlayerJump) { entity player = M_ARGV(0, entity); if(PHYS_WALLJUMP(player)) if(time - STAT(LASTWJ, player) > PHYS_WALLJUMP_DELAY(player)) // can't do this on client, as it's too stupid to obey counters if(!IS_ONGROUND(player)) if(player.move_movetype != MOVETYPE_NONE && player.move_movetype != MOVETYPE_FOLLOW && player.move_movetype != MOVETYPE_FLY && player.move_movetype != MOVETYPE_NOCLIP) if(!IS_JUMP_HELD(player)) if(!STAT(FROZEN, player)) if(!IS_DEAD(player)) { vector plane_normal = PlayerTouchWall(player); if(plane_normal != '0 0 0') { float wj_force = PHYS_WALLJUMP_FORCE(player); float wj_xy_factor = PHYS_WALLJUMP_VELOCITY_XY_FACTOR(player); float wj_z_factor = PHYS_WALLJUMP_VELOCITY_Z_FACTOR(player); player.velocity_x += plane_normal_x * wj_force; player.velocity_x /= wj_xy_factor; player.velocity_y += plane_normal_y * wj_force; player.velocity_y /= wj_xy_factor; player.velocity_z = PHYS_JUMPVELOCITY(player) * wj_z_factor; if(PHYS_INPUT_BUTTON_CROUCH(player)) player.velocity_z *= -1; #ifdef SVQC STAT(LASTWJ, player) = time; player.oldvelocity = player.velocity; Send_Effect(EFFECT_SMOKE_RING, trace_endpos, plane_normal, 5); PlayerSound(player, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND); animdecide_setaction(player, ANIMACTION_JUMP, true); #endif M_ARGV(2, bool) = true; // multijump } } } #endif