if(self.flags & FL_ONGROUND)
self.multijump_count = 0;
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
{
if (self.flags & FL_JUMPRELEASED && !(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
+ self.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
else
- self.multijump_ready = FALSE;
+ self.multijump_ready = false;
- if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity_z > autocvar_g_multijump_speed)
+ if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity.z > autocvar_g_multijump_speed)
{
if (autocvar_g_multijump)
{
if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
{
- if (self.velocity_z < autocvar_sv_jumpvelocity)
+ if (self.velocity.z < autocvar_sv_jumpvelocity)
{
- player_multijump = TRUE;
+ player_multijump = true;
self.velocity_z = 0;
}
}
else
- player_multijump = TRUE;
+ player_multijump = true;
if(player_multijump)
{
- if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ 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;
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;
+ 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;
+ self.velocity_x = wishdir.x * curspeed; // allow "dodging" at a multijump
+ self.velocity_y = wishdir.y * curspeed;
// keep velocity_z unchanged!
}
self.multijump_count += 1;
}
}
- self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
+ self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
}
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
{
ret_string = strcat(ret_string, ":multijump");
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
{
ret_string = strcat(ret_string, ", Multi jump");
- return FALSE;
+ return false;
}
MUTATOR_DEFINITION(mutator_multijump)
MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
- return FALSE;
+ return false;
}