.float multijump_count; .float multijump_ready; MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics) { if(self.flags & FL_ONGROUND) self.multijump_count = 0; return false; } MUTATOR_HOOKFUNCTION(multijump_PlayerJump) { if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again else self.multijump_ready = false; if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity.z > autocvar_g_multijump_speed) { if (autocvar_g_multijump) { if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity { if (self.velocity.z < autocvar_sv_jumpvelocity) { player_multijump = true; self.velocity_z = 0; } } else player_multijump = true; if(player_multijump) { if(self.movement.x != 0 || self.movement.y != 0) // don't remove all speed if player isnt pressing any movement keys { float curspeed; vector wishvel, wishdir; curspeed = max( vlen(vec2(self.velocity)), // current xy speed vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs ); makevectors(self.v_angle.y * '0 1 0'); wishvel = v_forward * self.movement.x + v_right * self.movement.y; wishdir = normalize(wishvel); self.velocity_x = wishdir.x * curspeed; // allow "dodging" at a multijump self.velocity_y = wishdir.y * curspeed; // keep velocity_z unchanged! } self.multijump_count += 1; } } self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump } return false; } MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString) { ret_string = strcat(ret_string, ":multijump"); return false; } MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString) { ret_string = strcat(ret_string, ", Multi jump"); return false; } MUTATOR_DEFINITION(mutator_multijump) { MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY); return false; }