Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
jump.qc File Reference
#include "jump.qh"
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Functions

float buff_Jump_ChangeDamage (float frag_damage, float frag_deathtype)
 MUTATOR_HOOKFUNCTION (buffs, PlayerPhysics)

Function Documentation

◆ buff_Jump_ChangeDamage()

float buff_Jump_ChangeDamage ( float frag_damage,
float frag_deathtype )

Definition at line 4 of file jump.qc.

5{
6 if (frag_deathtype == DEATH_FALL.m_id)
7 frag_damage = 0;
8 return frag_damage;
9}
float frag_damage
Definition sv_ctf.qc:2322

References frag_damage.

Referenced by MUTATOR_HOOKFUNCTION().

◆ MUTATOR_HOOKFUNCTION()

MUTATOR_HOOKFUNCTION ( buffs ,
PlayerPhysics  )

Definition at line 11 of file jump.qc.

12{
13 entity player = M_ARGV(0, entity);
14
15 // these automatically reset, no need to worry
16 if (StatusEffects_active(BUFF_JUMP, player))
17 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_velocity;
18}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define M_ARGV(x, type)
Definition events.qh:17
float autocvar_g_buffs_jump_velocity
Definition jump.qh:6
#define STAT(...)
Definition stats.qh:82
bool StatusEffects_active(StatusEffect this, entity actor)

References autocvar_g_buffs_jump_velocity, entity(), M_ARGV, STAT, and StatusEffects_active().