.float wasFlying;
.float spectatorspeed;
-.float multijump_count;
-.float multijump_ready;
-.float prevjumpbutton;
-
/*
=============
PlayerJump
*/
void PlayerJump (void)
{
- if(self.freezetag_frozen)
- return; // no jumping in freezetag when frozen
+ float doublejump = FALSE;
- float mjumpheight;
- float doublejump;
+ player_multijump = doublejump;
+ if(MUTATOR_CALLHOOK(PlayerJump))
+ return;
+
+ doublejump = player_multijump;
- doublejump = FALSE;
+ float mjumpheight;
+
if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
mjumpheight = autocvar_sv_jumpvelocity;
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
- if (self.watertype == CONTENT_WATER)
- self.velocity_z = 200;
- else if (self.watertype == CONTENT_SLIME)
- self.velocity_z = 80;
- else
- self.velocity_z = 50;
-
+ self.velocity_z = self.stat_sv_maxspeed * 0.7;
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;
if (!(self.flags & FL_JUMPRELEASED))
return;
- if(self.health <= g_bloodloss)
- return;
-
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
// velocity bounds. Final velocity is bound between (jumpheight *
// min + jumpheight) and (jumpheight * max + jumpheight);
self.velocity_z = self.velocity_z + mjumpheight;
self.oldvelocity_z = self.velocity_z;
- self.flags &~= FL_ONGROUND;
- self.flags &~= FL_JUMPRELEASED;
+ self.flags &= ~FL_ONGROUND;
+ self.flags &= ~FL_JUMPRELEASED;
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
-
- if(g_jump_grunt)
+
+ if(autocvar_g_jump_grunt)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
self.restart_jump = -1; // restart jump anim next time
{ // open at eye level
self.flags |= FL_WATERJUMP;
self.velocity_z = 225;
- self.flags &~= FL_JUMPRELEASED;
+ self.flags &= ~FL_JUMPRELEASED;
self.teleport_time = time + 2; // safety net
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)
rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
rigvel_xy = vec2(rigvel);
- if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
+ if(g_bugrigs_planar_movement_car_jumping)
mt = MOVE_NORMAL;
else
mt = MOVE_NOMONSTERS;
else
{
// now set angles_x so that the car points forward, but is tilted in velocity direction
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
}
self.velocity = (neworigin - self.origin) * (1.0 / frametime);
WarpZone_PlayerPhysics_FixVAngle();
maxspd_mod = 1;
- if(g_minstagib && (self.items & IT_INVINCIBLE))
- maxspd_mod *= autocvar_g_minstagib_speed_highspeed;
if(self.ballcarried)
if(g_nexball)
maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
self.specialcommand_pos = 0;
- if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
+ if(sv_maxidle > 0)
{
if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
self.parm_idlesince = time;
self.punchvector = '0 0 0';
}
- if (clienttype(self) == CLIENTTYPE_BOT)
+ if (IS_BOT_CLIENT(self))
{
if(playerdemo_read())
return;
bot_think();
}
- self.items &~= IT_USING_JETPACK;
+ self.items &= ~IT_USING_JETPACK;
- if(self.classname == "player")
+ if(IS_PLAYER(self))
{
if(self.race_penalty)
if(time > self.race_penalty)
if(self.conveyor.state)
self.velocity -= self.conveyor.movedir;
- if(self.classname != "player")
+ if not(IS_PLAYER(self))
{
maxspd_mod = autocvar_sv_spectator_speed_multiplier;
if(!self.spectatorspeed)
self.spectatorspeed = maxspd_mod;
- if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229)
+ if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
{
if(self.lastclassname != "player")
{
- if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209)
+ if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
else if(self.impulse == 11)
self.spectatorspeed = maxspd_mod;
- else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229)
+ else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
else if(self.impulse >= 1 && self.impulse <= 9)
self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
}
if(self.flags & FL_ONGROUND)
- if(self.classname == "player") // no fall sounds for observers thank you very much
+ if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
if(self.wasFlying)
{
self.wasFlying = 0;
if(IsFlying(self))
self.wasFlying = 1;
- if(self.classname == "player")
+ if(IS_PLAYER(self))
CheckPlayerJump();
if (self.flags & FL_WATERJUMP )
self.velocity_y = self.movedir_y;
if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
{
- self.flags &~= FL_WATERJUMP;
+ self.flags &= ~FL_WATERJUMP;
self.teleport_time = 0;
}
}
- else if (g_bugrigs && self.classname == "player")
+ else if (g_bugrigs && IS_PLAYER(self))
{
RaceCarPhysics();
}
else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
{
// noclipping or flying
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
makevectors(self.v_angle);
else if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
// swimming
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
makevectors(self.v_angle);
//wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
else if (time < self.ladder_time)
{
// on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
float g;
g = autocvar_sv_gravity * frametime;
self.velocity = self.velocity + wishvel * f * frametime;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
self.items |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second
}
}
- if((g_cts || g_race) && self.classname != "observer") {
+ if((g_cts || g_race) && !IS_OBSERVER(self)) {
if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
speedaward_holder = self.netname;