.float wasFlying;
.float spectatorspeed;
-.float multijump_count;
-.float multijump_ready;
-.float prevjumpbutton;
-
/*
=============
PlayerJump
*/
void PlayerJump (void)
{
+ float doublejump = FALSE;
+
+ player_multijump = doublejump;
if(MUTATOR_CALLHOOK(PlayerJump))
return;
+
+ doublejump = player_multijump;
float mjumpheight;
- float doublejump;
-
- doublejump = FALSE;
+
if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
return;
}
- if (autocvar_g_multijump)
- {
- if (self.prevjumpbutton == FALSE && !(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(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
- {
- // doublejump = FALSE; // checked above in the if
- if (autocvar_g_multijump)
- {
- if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
- {
- if (self.velocity_z < mjumpheight)
- {
- doublejump = TRUE;
- self.velocity_z = 0;
- }
- }
- else
- doublejump = TRUE;
-
- if(doublejump)
- {
- 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!
- }
- if (autocvar_g_multijump > 0)
- self.multijump_count += 1;
- }
- }
- self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
- }
-
if (!doublejump)
if (!(self.flags & FL_ONGROUND))
return;
}
void CheckPlayerJump()
{
- if(self.flags & FL_ONGROUND)
- {
- if (autocvar_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
- }
-
if (self.BUTTON_JUMP)
PlayerJump ();
else
if (self.waterlevel == WATERLEVEL_SWIMMING)
CheckWaterJump ();
- self.prevjumpbutton = self.BUTTON_JUMP;
}
float racecar_angle(float forward, float down)
CHECK_MUTATOR_ADD("g_bloodloss", mutator_bloodloss, !cvar("g_minstagib"));
CHECK_MUTATOR_ADD("g_random_gravity", mutator_random_gravity, 1);
CHECK_MUTATOR_ADD("g_norecoil", mutator_norecoil, 1);
+ CHECK_MUTATOR_ADD("g_multijump", mutator_multijump, 1);
CHECK_MUTATOR_ADD("g_sandbox", sandbox, 1);
#undef CHECK_MUTATOR_ADD
MUTATOR_HOOKABLE(PlayerJump);
// called when a player presses the jump key
+ // INPUT, OUTPUT:
+ float player_multijump;
MUTATOR_HOOKABLE(GiveFragsForKill);
// called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
--- /dev/null
+.float multijump_count;
+.float multijump_ready;
+
+MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
+{
+ if(self.flags & FL_ONGROUND)
+ {
+ if (autocvar_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
+ }
+
+ 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 && 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!
+ }
+ if (autocvar_g_multijump > 0)
+ 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;
+}
MUTATOR_DECLARATION(mutator_bloodloss);
MUTATOR_DECLARATION(mutator_random_gravity);
MUTATOR_DECLARATION(mutator_norecoil);
+MUTATOR_DECLARATION(mutator_multijump);
MUTATOR_DECLARATION(sandbox);
mutators/mutator_bloodloss.qc
mutators/mutator_random_gravity.qc
mutators/mutator_norecoil.qc
+mutators/mutator_multijump.qc
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc