-#include "../_.qh"
+#ifdef SVQC
+ #include "mutator.qh"
+ #include "../antilag.qh"
+#endif
+#include "../../common/physics.qh"
-#include "mutator.qh"
+.int multijump_count;
+.bool multijump_ready;
+.bool cvar_cl_multijump;
-#include "../antilag.qh"
+#ifdef CSQC
-.float multijump_count;
-.float multijump_ready;
+#define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
+#define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
+#define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
+#define PHYS_MULTIJUMP_MAXSPEED getstatf(STAT_MULTIJUMP_MAXSPEED)
+#define PHYS_MULTIJUMP_DODGING getstati(STAT_MULTIJUMP_DODGING)
-MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
-{
- if(self.flags & FL_ONGROUND)
- self.multijump_count = 0;
+#elif defined(SVQC)
- return false;
+#define PHYS_MULTIJUMP autocvar_g_multijump
+#define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
+#define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
+#define PHYS_MULTIJUMP_MAXSPEED autocvar_g_multijump_maxspeed
+#define PHYS_MULTIJUMP_DODGING autocvar_g_multijump_dodging
+
+
+.float stat_multijump;
+.float stat_multijump_speed;
+.float stat_multijump_add;
+.float stat_multijump_maxspeed;
+.float stat_multijump_dodging;
+
+void multijump_UpdateStats()
+{SELFPARAM();
+ self.stat_multijump = PHYS_MULTIJUMP;
+ self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
+ self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
+ self.stat_multijump_maxspeed = PHYS_MULTIJUMP_MAXSPEED;
+ self.stat_multijump_dodging = PHYS_MULTIJUMP_DODGING;
}
-MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+void multijump_AddStats()
{
- if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
+ addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
+ addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
+ addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
+ addstat(STAT_MULTIJUMP_MAXSPEED, AS_FLOAT, stat_multijump_maxspeed);
+ addstat(STAT_MULTIJUMP_DODGING, AS_INT, stat_multijump_dodging);
+}
+
+#endif
+
+void PM_multijump()
+{SELFPARAM();
+ if(!PHYS_MULTIJUMP) { return; }
+
+ if(IS_ONGROUND(self))
+ {
+ self.multijump_count = 0;
+ }
+}
+
+bool PM_multijump_checkjump()
+{SELFPARAM();
+ if(!PHYS_MULTIJUMP) { return false; }
+
+#ifdef SVQC
+ bool client_multijump = self.cvar_cl_multijump;
+#elif defined(CSQC)
+ bool client_multijump = cvar("cl_multijump");
+
+ if(cvar("cl_multijump") > 1)
+ return false; // nope
+#endif
+
+ if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self) && client_multijump) // 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)
+ int phys_multijump = PHYS_MULTIJUMP;
+
+#ifdef CSQC
+ phys_multijump = (PHYS_MULTIJUMP) ? -1 : 0;
+#endif
+
+ if(!player_multijump && self.multijump_ready && (self.multijump_count < phys_multijump || phys_multijump == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED && (!PHYS_MULTIJUMP_MAXSPEED || vlen(self.velocity) <= PHYS_MULTIJUMP_MAXSPEED))
{
- if (autocvar_g_multijump)
+ if (PHYS_MULTIJUMP)
{
- if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
+ if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
{
- if (self.velocity.z < autocvar_sv_jumpvelocity)
+ if (self.velocity_z < PHYS_JUMPVELOCITY)
{
player_multijump = true;
self.velocity_z = 0;
if(player_multijump)
{
- if(self.movement.x != 0 || self.movement.y != 0) // don't remove all speed if player isnt pressing any movement keys
+ if(PHYS_MULTIJUMP_DODGING)
+ 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;
+/*#ifdef SVQC
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;
+#elif defined(CSQC)*/
+ curspeed = vlen(vec2(self.velocity));
+//#endif
+
+ 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;
+ 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;
+ if (PHYS_MULTIJUMP > 0)
+ {
+ self.multijump_count += 1;
+ }
}
}
self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
return false;
}
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
+{
+ multijump_UpdateStats();
+ PM_multijump();
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+{
+ return PM_multijump_checkjump();
+}
+
+MUTATOR_HOOKFUNCTION(multijump_GetCvars)
+{
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
+ return false;
+}
+
MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
{
ret_string = strcat(ret_string, ":multijump");
{
MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
+ MUTATOR_HOOK(GetCvars, multijump_GetCvars, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+ MUTATOR_ONADD
+ {
+ multijump_AddStats();
+ }
+
return false;
}
+#endif