+++ /dev/null
-.float multijump_count;
-.float multijump_ready;
-
-MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
-{
- if(self.flags & FL_ONGROUND)
- self.multijump_count = 0;
-
- 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
- else
- 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 (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)
- {
- player_multijump = TRUE;
- self.velocity_z = 0;
- }
- }
- else
- 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
- {
- 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!
- }
- self.multijump_count += 1;
- }
- }
- self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
- }
-
- return FALSE;
-}
-
-MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
-{
- ret_string = strcat(ret_string, ":multijump");
- return FALSE;
-}
-
-MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
-{
- ret_string = strcat(ret_string, ", Multi jump");
- return FALSE;
-}
-
-MUTATOR_DEFINITION(mutator_multijump)
-{
- MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
- MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
- MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
-
- return FALSE;
-}