5 REGISTER_MUTATOR(walljump, true);
7 REGISTER_MUTATOR(walljump, autocvar_g_walljump);
10 #define PHYS_WALLJUMP(s) STAT(WALLJUMP, s)
11 #define PHYS_WALLJUMP_VELOCITY_Z_FACTOR(s) STAT(WALLJUMP_VELOCITY_Z_FACTOR, s)
12 #define PHYS_WALLJUMP_VELOCITY_XY_FACTOR(s) STAT(WALLJUMP_VELOCITY_XY_FACTOR, s)
13 #define PHYS_WALLJUMP_DELAY(s) STAT(WALLJUMP_DELAY, s)
14 #define PHYS_WALLJUMP_FORCE(s) STAT(WALLJUMP_FORCE, s)
16 vector PlayerTouchWall(entity this)
18 #define TRACE(newvec) \
19 tracebox(start, this.mins, this.maxs, (newvec), true, this); \
20 if (trace_fraction < 1 && vdist(this.origin - trace_endpos, <, dist) && trace_plane_normal_z < max_normal) { \
21 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) { \
22 return trace_plane_normal; \
26 float dist = 10, max_normal = 0.2, scaler = 100;
27 vector start = this.origin;
28 TRACE(start + v_forward * scaler)
29 TRACE(start - v_forward * scaler)
30 TRACE(start + v_right * scaler)
31 TRACE(start - v_right * scaler)
36 MUTATOR_HOOKFUNCTION(walljump, PlayerJump)
38 entity player = M_ARGV(0, entity);
40 if (PHYS_WALLJUMP(player)) {
41 if (time - STAT(LASTWJ, player) > PHYS_WALLJUMP_DELAY(player)) { // can't do this on client, as it's too stupid to obey counters
42 if (!IS_ONGROUND(player)) {
43 if (player.move_movetype != MOVETYPE_NONE && player.move_movetype != MOVETYPE_FOLLOW && player.move_movetype != MOVETYPE_FLY && player.move_movetype != MOVETYPE_NOCLIP) {
44 if (!IS_JUMP_HELD(player)) {
45 if (!STAT(FROZEN, player)) {
46 if (!IS_DEAD(player)) {
47 vector plane_normal = PlayerTouchWall(player);
49 if (plane_normal != '0 0 0') {
50 float wj_force = PHYS_WALLJUMP_FORCE(player);
51 float wj_xy_factor = PHYS_WALLJUMP_VELOCITY_XY_FACTOR(player);
52 float wj_z_factor = PHYS_WALLJUMP_VELOCITY_Z_FACTOR(player);
53 player.velocity_x += plane_normal_x * wj_force;
54 player.velocity_x /= wj_xy_factor;
55 player.velocity_y += plane_normal_y * wj_force;
56 player.velocity_y /= wj_xy_factor;
57 player.velocity_z = PHYS_JUMPVELOCITY(player) * wj_z_factor;
58 if (PHYS_INPUT_BUTTON_CROUCH(player)) { player.velocity_z *= -1; }
61 STAT(LASTWJ, player) = time;
62 player.oldvelocity = player.velocity;
63 Send_Effect(EFFECT_SMOKE_RING, trace_endpos, plane_normal, 5);
64 PlayerSound(player, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
65 animdecide_setaction(player, ANIMACTION_JUMP, true);
68 M_ARGV(2, bool) = true; // multijump