Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
multijump.qc
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1#include "multijump.qh"
2
3#ifdef GAMEQC
4
5REPLICATE(cvar_cl_multijump, bool, "cl_multijump");
6
7#ifdef SVQC
8 #include <server/antilag.qh>
9#endif
11
12
13#if defined(SVQC)
15#elif defined(CSQC)
16REGISTER_MUTATOR(multijump, true);
17#endif
18
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)
26
28
29#ifdef CSQC
31 #define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump
32#elif defined(SVQC)
33 #define PHYS_MULTIJUMP_CLIENT(s) CS_CVAR(s).cvar_cl_multijump
34#endif
35
36MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
37{
38 entity player = M_ARGV(0, entity);
39
40#ifdef CSQC
41 player.multijump_count = PHYS_MULTIJUMP_COUNT(player);
42#endif
43 if(!PHYS_MULTIJUMP(player)) { return; }
44
45 if(IS_ONGROUND(player))
46 player.multijump_count = 0;
47}
48
50{
51 entity player = M_ARGV(0, entity);
52
53 if(!PHYS_MULTIJUMP(player)) { return; }
54
55 int client_multijump = PHYS_MULTIJUMP_CLIENT(player);
56 if(client_multijump == -1)
57 client_multijump = PHYS_MULTIJUMP_CLIENTDEFAULT(player);
58 if(client_multijump > 1)
59 return; // nope
60
61 if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair
62 player.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
63 else
64 player.multijump_ready = false;
65
66 int phys_multijump = PHYS_MULTIJUMP(player);
67
68 if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
69 (!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player))))
70 {
71 if (PHYS_MULTIJUMP(player))
72 {
73 if (!PHYS_MULTIJUMP_ADD(player)) // in this case we make the z velocity == jumpvelocity
74 {
75 if (player.velocity_z < PHYS_JUMPVELOCITY(player))
76 {
77 M_ARGV(2, bool) = true;
78 player.velocity_z = 0;
79 }
80 }
81 else
82 M_ARGV(2, bool) = true;
83
84 if(M_ARGV(2, bool))
85 {
86 if(PHYS_MULTIJUMP_DODGING(player))
87 if(PHYS_CS(player).movement_x != 0 || PHYS_CS(player).movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
88 {
89 float curspeed;
90 vector wishvel, wishdir;
91
92/*#ifdef SVQC
93 curspeed = max(
94 vlen(vec2(player.velocity)), // current xy speed
95 vlen(vec2(antilag_takebackavgvelocity(player, max(player.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
96 );
97#elif defined(CSQC)*/
98 curspeed = vlen(vec2(player.velocity));
99//#endif
100
101 makevectors(player.v_angle_y * '0 1 0');
102 wishvel = v_forward * PHYS_CS(player).movement_x + v_right * PHYS_CS(player).movement_y;
103 wishdir = normalize(wishvel);
104
105 player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
106 player.velocity_y = wishdir_y * curspeed;
107 // keep velocity_z unchanged!
108 }
109 if (PHYS_MULTIJUMP(player) > 0)
110 {
111 player.multijump_count += 1;
112 }
113 }
114 }
115 player.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
116 }
117}
118
119#ifdef SVQC
120
121MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
122{
123 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":multijump");
124}
125
126MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
127{
128 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Multi jump");
129}
130
131#endif
132
133#endif
#define REGISTER_MUTATOR(...)
Definition base.qh:295
#define MUTATOR_HOOKFUNCTION(...)
Definition base.qh:335
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define M_ARGV(x, type)
Definition events.qh:17
bool PlayerJump(entity this)
Definition player.qc:378
#define PHYS_CS(s)
Definition player.qh:258
#define PHYS_JUMPVELOCITY(s)
Definition player.qh:131
#define IS_JUMP_HELD(s)
Definition player.qh:203
int autocvar_g_multijump
Definition stats.qh:153
vector v_right
vector v_forward
#define REPLICATE(...)
Replicates a client cvar into a server field.
Definition replicate.qh:23
float vlen(vector v)
vector normalize(vector v)
#define IS_ONGROUND(s)
Definition movetypes.qh:16
#define PHYS_MULTIJUMP_MAXSPEED(s)
Definition multijump.qc:22
bool multijump_ready
Definition multijump.qc:27
#define PHYS_MULTIJUMP_ADD(s)
Definition multijump.qc:21
#define PHYS_MULTIJUMP(s)
Definition multijump.qc:19
#define PHYS_MULTIJUMP_COUNT(s)
Definition multijump.qc:24
#define PHYS_MULTIJUMP_DODGING(s)
Definition multijump.qc:23
int autocvar_cl_multijump
Definition multijump.qc:30
#define PHYS_MULTIJUMP_CLIENTDEFAULT(s)
Definition multijump.qc:25
#define PHYS_MULTIJUMP_SPEED(s)
Definition multijump.qc:20
#define PHYS_MULTIJUMP_CLIENT(s)
Definition multijump.qc:31
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define makevectors
Definition post.qh:21
vector
Definition self.qh:92
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
#define vec2(...)
Definition vector.qh:90