5REPLICATE(cvar_cl_multijump,
bool,
"cl_multijump");
19#define PHYS_MULTIJUMP(s) STAT(MULTIJUMP, s)
20#define PHYS_MULTIJUMP_SPEED(s) STAT(MULTIJUMP_SPEED, s)
21#define PHYS_MULTIJUMP_ADD(s) STAT(MULTIJUMP_ADD, s)
22#define PHYS_MULTIJUMP_MAXSPEED(s) STAT(MULTIJUMP_MAXSPEED, s)
23#define PHYS_MULTIJUMP_DODGING(s) STAT(MULTIJUMP_DODGING, s)
24#define PHYS_MULTIJUMP_COUNT(s) STAT(MULTIJUMP_COUNT, s)
25#define PHYS_MULTIJUMP_CLIENTDEFAULT(s) STAT(MULTIJUMP_CLIENT, s)
31 #define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump
33 #define PHYS_MULTIJUMP_CLIENT(s) CS_CVAR(s).cvar_cl_multijump
46 player.multijump_count = 0;
56 if(client_multijump == -1)
58 if(client_multijump > 1)
62 player.multijump_ready =
true;
64 player.multijump_ready =
false;
78 player.velocity_z = 0;
87 if(
PHYS_CS(player).movement_x != 0 ||
PHYS_CS(player).movement_y != 0)
98 curspeed =
vlen(
vec2(player.velocity));
105 player.velocity_x = wishdir_x * curspeed;
106 player.velocity_y = wishdir_y * curspeed;
111 player.multijump_count += 1;
115 player.multijump_ready =
false;
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
bool PlayerJump(entity this)
#define PHYS_JUMPVELOCITY(s)
#define REPLICATE(...)
Replicates a client cvar into a server field.
#define PHYS_MULTIJUMP_MAXSPEED(s)
#define PHYS_MULTIJUMP_ADD(s)
#define PHYS_MULTIJUMP(s)
#define PHYS_MULTIJUMP_COUNT(s)
#define PHYS_MULTIJUMP_DODGING(s)
int autocvar_cl_multijump
#define PHYS_MULTIJUMP_CLIENTDEFAULT(s)
#define PHYS_MULTIJUMP_SPEED(s)
#define PHYS_MULTIJUMP_CLIENT(s)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()