5 #include "../antilag.qh"
7 .float multijump_count;
8 .float multijump_ready;
10 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
12 if(self.flags & FL_ONGROUND)
13 self.multijump_count = 0;
18 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
20 if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
21 self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
23 self.multijump_ready = false;
25 if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity.z > autocvar_g_multijump_speed)
27 if (autocvar_g_multijump)
29 if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
31 if (self.velocity.z < autocvar_sv_jumpvelocity)
33 player_multijump = true;
38 player_multijump = true;
42 if(self.movement.x != 0 || self.movement.y != 0) // don't remove all speed if player isnt pressing any movement keys
45 vector wishvel, wishdir;
48 vlen(vec2(self.velocity)), // current xy speed
49 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
51 makevectors(self.v_angle.y * '0 1 0');
52 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
53 wishdir = normalize(wishvel);
55 self.velocity_x = wishdir.x * curspeed; // allow "dodging" at a multijump
56 self.velocity_y = wishdir.y * curspeed;
57 // keep velocity_z unchanged!
59 self.multijump_count += 1;
62 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
68 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
70 ret_string = strcat(ret_string, ":multijump");
74 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
76 ret_string = strcat(ret_string, ", Multi jump");
80 MUTATOR_DEFINITION(mutator_multijump)
82 MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
83 MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
84 MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
85 MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);