+#ifdef SVQC
+ #include "../_all.qh"
+ #include "mutator.qh"
+ #include "../antilag.qh"
+#endif
+
.float multijump_count;
.float multijump_ready;
#ifdef CSQC
-#define PHYS_MOVE_MULTIJUMP pm_multijump
#define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
#define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
#define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
#elif defined(SVQC)
-#define PHYS_MOVE_MULTIJUMP player_multijump
#define PHYS_MULTIJUMP autocvar_g_multijump
#define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
#define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
if(IS_ONGROUND(self))
{
- if (PHYS_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
+ self.multijump_count = 0;
}
-
-#ifdef SVQC
- multijump_UpdateStats();
-#endif
}
float PM_multijump_checkjump()
{
- if(!PHYS_MULTIJUMP) { return FALSE; }
+ if(!PHYS_MULTIJUMP) { return false; }
if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // 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(!PHYS_MOVE_MULTIJUMP && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
+ if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
{
- if (PHYS_MOVE_MULTIJUMP)
+ if (PHYS_MULTIJUMP)
{
if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
{
if (self.velocity_z < PHYS_JUMPVELOCITY)
{
- PHYS_MOVE_MULTIJUMP = TRUE;
+ player_multijump = true;
self.velocity_z = 0;
}
}
else
- PHYS_MOVE_MULTIJUMP = TRUE;
+ player_multijump = true;
- if(PHYS_MOVE_MULTIJUMP)
+ if(player_multijump)
{
- 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
+ if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
{
- float curspeed = vlen(vec2(self.velocity));
+ float curspeed;
vector wishvel, wishdir;
- /*curspeed = max(
+#ifdef SVQC
+ 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(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
- wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
+ );
+#elif defined(CSQC)
+ curspeed = vlen(vec2(self.velocity));
+#endif
+
+ 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 (PHYS_MULTIJUMP > 0)
- self.multijump_count += 1;
+ 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;
}
#ifdef SVQC
MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
{
+ multijump_UpdateStats();
PM_multijump();
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
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)
multijump_AddStats();
}
- return FALSE;
+ return false;
}
#endif