set g_bloodloss 0 "amount of health below which blood loss occurs"
- set g_footsteps 0 "serverside footstep sounds"
+ set g_footsteps 1 "serverside footstep sounds"
- set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"
- set g_multijump_delay 0.25 "Delay between multiple jumps"
- set g_multijump_speed 30 "Minimum vertical speed a player must have in order to jump again"
+ set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)"
+
++set g_multijump 1 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"
++set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"
++set g_multijump_delay 0 "Delay between multiple jumps"
++set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again"
+
// effects
r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints)
+ r_picmipworld 1
+ gl_picmip_world 0
+ gl_picmip_sprites 0
+ gl_picmip_other 2 // so, picmip -2 is best possible quality
r_mipsprites 1
r_mipskins 1
r_shadow_realtime_world_lightmaps 1
return;
}
- if (!doublejump)
- if (!(self.flags & FL_ONGROUND))
- return;
+ if (cvar("g_multijump"))
+ {
+ if ((self.flags & FL_JUMPRELEASED) && !(self.flags & FL_ONGROUND))
+ self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
+ else if (self.flags & FL_ONGROUND)
+ {
+ if (cvar("g_multijump") > 0)
+ self.multijump_count = 0;
+ else
+ self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
+ self.multijump_ready = FALSE;
+ }
+ }
+
+ if(self.multijump_ready && time > self.multijump_delay && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
+ {
+ if (cvar("g_multijump") > 0)
++ {
++ if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
++ self.velocity_z = 0;
+ self.multijump_count += 1;
++ }
+ self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
+ }
- else if (!(self.flags & FL_ONGROUND))
- return;
++ else if (!doublejump)
++ if (!(self.flags & FL_ONGROUND))
++ return;
if(!sv_pogostick)
if (!(self.flags & FL_JUMPRELEASED))