1 .float multijump_count;
2 .float multijump_ready;
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)
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
19 .float stat_multijump;
20 .float stat_multijump_speed;
21 .float stat_multijump_add;
23 void multijump_UpdateStats()
25 self.stat_multijump = PHYS_MULTIJUMP;
26 self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
27 self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
30 void multijump_AddStats()
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);
41 if(!PHYS_MULTIJUMP) { return; }
45 if (PHYS_MULTIJUMP > 0)
46 self.multijump_count = 0;
48 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
52 multijump_UpdateStats();
56 float PM_multijump_checkjump()
58 if(!PHYS_MULTIJUMP) { return FALSE; }
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
63 self.multijump_ready = FALSE;
65 if(!PHYS_MOVE_MULTIJUMP && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
67 if (PHYS_MOVE_MULTIJUMP)
69 if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
71 if (self.velocity_z < PHYS_JUMPVELOCITY)
73 PHYS_MOVE_MULTIJUMP = TRUE;
78 PHYS_MOVE_MULTIJUMP = TRUE;
80 if(PHYS_MOVE_MULTIJUMP)
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
84 float curspeed = vlen(vec2(self.velocity));
85 vector wishvel, wishdir;
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
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);
95 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
96 self.velocity_y = wishdir_y * curspeed;
97 // keep velocity_z unchanged!
99 if (PHYS_MULTIJUMP > 0)
100 self.multijump_count += 1;
103 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
110 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
117 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
119 return PM_multijump_checkjump();
122 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
124 ret_string = strcat(ret_string, ":multijump");
128 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
130 ret_string = strcat(ret_string, ", Multi jump");
134 MUTATOR_DEFINITION(mutator_multijump)
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);
143 multijump_AddStats();