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Client side multijump (broken due to physics issues)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_multijump.qc
1 .float multijump_count;
2 .float multijump_ready;
3
4 #ifdef CSQC
5
6 #define PHYS_MOVE_MULTIJUMP                     pm_multijump
7 #define PHYS_MULTIJUMP                          getstati(STAT_MULTIJUMP)
8 #define PHYS_MULTIJUMP_SPEED            getstatf(STAT_MULTIJUMP_SPEED)
9 #define PHYS_MULTIJUMP_ADD                      getstati(STAT_MULTIJUMP_ADD)
10
11 #elif defined(SVQC)
12
13 #define PHYS_MOVE_MULTIJUMP                     player_multijump
14 #define PHYS_MULTIJUMP                          autocvar_g_multijump
15 #define PHYS_MULTIJUMP_SPEED            autocvar_g_multijump_speed
16 #define PHYS_MULTIJUMP_ADD                      autocvar_g_multijump_add
17
18
19 .float stat_multijump;
20 .float stat_multijump_speed;
21 .float stat_multijump_add;
22
23 void multijump_UpdateStats()
24 {
25         self.stat_multijump = PHYS_MULTIJUMP;
26         self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
27         self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
28 }
29
30 void multijump_AddStats()
31 {
32         addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
33         addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
34         addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
35 }
36
37 #endif
38
39 void PM_multijump()
40 {
41         if(!PHYS_MULTIJUMP) { return; }
42
43         if(IS_ONGROUND(self))
44         {
45                 if (PHYS_MULTIJUMP > 0)
46                         self.multijump_count = 0;
47                 else
48                         self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
49         }
50
51 #ifdef SVQC
52         multijump_UpdateStats();
53 #endif
54 }
55
56 float PM_multijump_checkjump()
57 {
58         if(!PHYS_MULTIJUMP) { return FALSE; }
59
60         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
61                 self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
62         else
63                 self.multijump_ready = FALSE;
64
65         if(!PHYS_MOVE_MULTIJUMP && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
66         {
67                 if (PHYS_MOVE_MULTIJUMP)
68                 {
69                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
70                         {
71                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
72                                 {
73                                         PHYS_MOVE_MULTIJUMP = TRUE;
74                                         self.velocity_z = 0;
75                                 }
76                         }
77                         else
78                                 PHYS_MOVE_MULTIJUMP = TRUE;
79
80                         if(PHYS_MOVE_MULTIJUMP)
81                         {
82                                 if(PHYS_INPUT_MOVEVALUES(self)_x != 0 || PHYS_INPUT_MOVEVALUES(self)_y != 0) // don't remove all speed if player isnt pressing any movement keys
83                                 {
84                                         float curspeed = vlen(vec2(self.velocity));
85                                         vector wishvel, wishdir;
86
87                                         /*curspeed = max(
88                                                 vlen(vec2(self.velocity)), // current xy speed
89                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
90                                         );*/
91                                         makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
92                                         wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
93                                         wishdir = normalize(wishvel);
94
95                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
96                                         self.velocity_y = wishdir_y * curspeed;
97                                         // keep velocity_z unchanged!
98                                 }
99                                 if (PHYS_MULTIJUMP > 0)
100                                         self.multijump_count += 1;
101                         }
102                 }
103                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
104         }
105
106         return FALSE;
107 }
108
109 #ifdef SVQC
110 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
111 {
112         PM_multijump();
113
114         return FALSE;
115 }
116
117 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
118 {
119         return PM_multijump_checkjump();
120 }
121
122 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
123 {
124         ret_string = strcat(ret_string, ":multijump");
125         return FALSE;
126 }
127
128 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
129 {
130         ret_string = strcat(ret_string, ", Multi jump");
131         return FALSE;
132 }
133
134 MUTATOR_DEFINITION(mutator_multijump)
135 {
136         MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
137         MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
138         MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
139         MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
140
141         MUTATOR_ONADD
142         {
143                 multijump_AddStats();
144         }
145
146         return FALSE;
147 }
148 #endif