]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index 4af0fdb43b09ffc0f4491e2ea8fd1f8d117201e5..77d235701b111c56ab9b2793f4ba86999cab6db9 100644 (file)
 .float wasFlying;
 .float spectatorspeed;
 
-.float multijump_count;
-.float multijump_ready;
-.float prevjumpbutton;
-
 /*
 =============
 PlayerJump
@@ -25,11 +21,17 @@ void PlayerJump (void)
 {
        if(self.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);
@@ -52,56 +54,6 @@ void PlayerJump (void)
                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;
@@ -110,9 +62,6 @@ void PlayerJump (void)
                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);
@@ -164,8 +113,8 @@ void PlayerJump (void)
        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
@@ -201,14 +150,6 @@ void CheckWaterJump()
 }
 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
@@ -216,7 +157,6 @@ void CheckPlayerJump()
 
        if (self.waterlevel == WATERLEVEL_SWIMMING)
                CheckWaterJump ();
-       self.prevjumpbutton = self.BUTTON_JUMP;
 }
 
 float racecar_angle(float forward, float down)
@@ -850,7 +790,14 @@ void SV_PlayerPhysics()
                
        if(self.frozen)
        {
-               self.movement = '0 0 0';
+               if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+               {
+                       self.movement_x = bound(-5, self.movement_x, 5);
+                       self.movement_y = bound(-5, self.movement_y, 5);
+                       self.movement_z = bound(-5, self.movement_z, 5);
+               }
+               else
+                       self.movement = '0 0 0';
                self.disableclientprediction = 1;
        }