-#define PHYS_MULTIJUMP STAT(MULTIJUMP, self)
-#define PHYS_MULTIJUMP_SPEED STAT(MULTIJUMP_SPEED, self)
-#define PHYS_MULTIJUMP_ADD STAT(MULTIJUMP_ADD, self)
-#define PHYS_MULTIJUMP_MAXSPEED STAT(MULTIJUMP_MAXSPEED, self)
-#define PHYS_MULTIJUMP_DODGING STAT(MULTIJUMP_DODGING, self)
-#define PHYS_MULTIJUMP_COUNT(s) STAT(MULTIJUMP_COUNT, s)
+#define PHYS_MULTIJUMP(s) STAT(MULTIJUMP, s)
+#define PHYS_MULTIJUMP_SPEED(s) STAT(MULTIJUMP_SPEED, s)
+#define PHYS_MULTIJUMP_ADD(s) STAT(MULTIJUMP_ADD, s)
+#define PHYS_MULTIJUMP_MAXSPEED(s) STAT(MULTIJUMP_MAXSPEED, s)
+#define PHYS_MULTIJUMP_DODGING(s) STAT(MULTIJUMP_DODGING, s)
+#define PHYS_MULTIJUMP_COUNT(s) STAT(MULTIJUMP_COUNT, s)
- if(!PHYS_MULTIJUMP) { return false; }
+ entity player = M_ARGV(0, entity);
+
+#ifdef CSQC
+ player.multijump_count = PHYS_MULTIJUMP_COUNT(player);
+#endif
+ if(!PHYS_MULTIJUMP(player)) { return; }
+
+ if(IS_ONGROUND(player))
+ player.multijump_count = 0;
+}
- int client_multijump = PHYS_MULTIJUMP_CLIENT(this);
+MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(!PHYS_MULTIJUMP(player)) { return false; }
+
+ int client_multijump = PHYS_MULTIJUMP_CLIENT(player);
- if (!IS_JUMP_HELD(this) && !IS_ONGROUND(this) && client_multijump) // jump button pressed this frame and we are in midair
- this.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
+ if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair
+ player.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
- if(!player_multijump && this.multijump_ready && (PHYS_MULTIJUMP_COUNT(this) < phys_multijump || phys_multijump == -1) && this.velocity_z > PHYS_MULTIJUMP_SPEED && (!PHYS_MULTIJUMP_MAXSPEED || vlen(this.velocity) <= PHYS_MULTIJUMP_MAXSPEED))
+ if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
+ (!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player))))
- if(PHYS_MULTIJUMP_DODGING)
- if(this.movement_x != 0 || this.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ if(PHYS_MULTIJUMP_DODGING(player))
+ if(player.movement_x != 0 || player.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
- vlen(vec2(this.velocity)), // current xy speed
- vlen(vec2(antilag_takebackavgvelocity(this, max(this.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
+ vlen(vec2(player.velocity)), // current xy speed
+ vlen(vec2(antilag_takebackavgvelocity(player, max(player.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
- makevectors(this.v_angle_y * '0 1 0');
- wishvel = v_forward * this.movement_x + v_right * this.movement_y;
+ makevectors(player.v_angle_y * '0 1 0');
+ wishvel = v_forward * player.movement_x + v_right * player.movement_y;
- this.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
- this.velocity_y = wishdir_y * curspeed;
+ player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
+ player.velocity_y = wishdir_y * curspeed;
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
-{
- SELFPARAM();
-#ifdef CSQC
- this.multijump_count = PHYS_MULTIJUMP_COUNT(this);
-#endif
- if(!PHYS_MULTIJUMP) { return; }
-
- if(IS_ONGROUND(this))
- this.multijump_count = 0;
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
-{
- SELFPARAM();
- return PM_multijump_checkjump(this);