Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
walljump.qc
Go to the documentation of this file.
1#include "walljump.qh"
2
3#ifdef GAMEQC
4#ifdef CSQC
5REGISTER_MUTATOR(walljump, true);
6#elif defined(SVQC)
7REGISTER_MUTATOR(walljump, autocvar_g_walljump);
8#endif
9
10#define PHYS_WALLJUMP(s) STAT(WALLJUMP, s)
11#define PHYS_WALLJUMP_VELOCITY_Z_FACTOR(s) STAT(WALLJUMP_VELOCITY_Z_FACTOR, s)
12#define PHYS_WALLJUMP_VELOCITY_XY_FACTOR(s) STAT(WALLJUMP_VELOCITY_XY_FACTOR, s)
13#define PHYS_WALLJUMP_DELAY(s) STAT(WALLJUMP_DELAY, s)
14#define PHYS_WALLJUMP_FORCE(s) STAT(WALLJUMP_FORCE, s)
15
17{
18#define TRACE(newvec) \
19 tracebox (start, this.mins, this.maxs, (newvec), true, this); \
20 if (trace_fraction < 1 && vdist(this.origin - trace_endpos, <, dist) && trace_plane_normal_z < max_normal) \
21 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) \
22 return trace_plane_normal;
23
24 float dist = 10, max_normal = 0.2, scaler = 100;
25 vector start = this.origin;
26 vector forward, right, _up;
27 MAKE_VECTORS(this.angles, forward, right, _up);
28 TRACE(start + forward * scaler)
29 TRACE(start - forward * scaler)
30 TRACE(start + right * scaler)
31 TRACE(start - right * scaler)
32#undef TRACE
33 return '0 0 0';
34}
35
37{
38 entity player = M_ARGV(0, entity);
39
40 if(PHYS_WALLJUMP(player))
41 if(time - STAT(LASTWJ, player) > PHYS_WALLJUMP_DELAY(player)) // can't do this on client, as it's too stupid to obey counters
42 if(!IS_ONGROUND(player))
43 if(player.move_movetype != MOVETYPE_NONE && player.move_movetype != MOVETYPE_FOLLOW && player.move_movetype != MOVETYPE_FLY && player.move_movetype != MOVETYPE_NOCLIP)
44 if(!IS_JUMP_HELD(player))
45 if(!STAT(FROZEN, player) && !StatusEffects_active(STATUSEFFECT_Frozen, player))
46 if(!IS_DEAD(player))
47 {
48 vector plane_normal = PlayerTouchWall(player);
49
50 if(plane_normal != '0 0 0')
51 {
52 float wj_force = PHYS_WALLJUMP_FORCE(player);
53 float wj_xy_factor = PHYS_WALLJUMP_VELOCITY_XY_FACTOR(player);
54 float wj_z_factor = PHYS_WALLJUMP_VELOCITY_Z_FACTOR(player);
55 player.velocity_x += plane_normal_x * wj_force;
56 player.velocity_x /= wj_xy_factor;
57 player.velocity_y += plane_normal_y * wj_force;
58 player.velocity_y /= wj_xy_factor;
59 player.velocity_z = PHYS_JUMPVELOCITY(player) * wj_z_factor;
60 if(PHYS_INPUT_BUTTON_CROUCH(player)) player.velocity_z *= -1;
61
62#ifdef SVQC
63 STAT(LASTWJ, player) = time;
64 player.oldvelocity = player.velocity;
65 Send_Effect(EFFECT_SMOKE_RING, trace_endpos, plane_normal, 5);
66 PlayerSound(player, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
68#endif
69
70 M_ARGV(2, bool) = true; // multijump
71 }
72 }
73}
74
75#endif
76#ifdef MENUQC
77METHOD(MutatorWallJump, describe, string(MutatorWallJump this))
78{
79 TC(MutatorWallJump, this);
81 PAR(_("%s is a mutator that enables jumping off walls for added mobility. "
82 "To do a wall jump, tap %s when against a wall."), COLORED_NAME(this), strcat("^3", _("jump"), "^7"));
83 PAR(_("This mutator adds a bit of versatility, allowing for more dynamic and unpredictable movement."));
84 return PAGE_TEXT;
85}
86#endif
void animdecide_setaction(entity e, float action, float restart)
const int ANIMACTION_JUMP
#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 COLORED_NAME(this)
Definition color.qh:195
#define M_ARGV(x, type)
Definition events.qh:17
bool PlayerJump(entity this)
Definition player.qc:378
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition player.qh:154
#define IS_DEAD(s)
Definition player.qh:245
#define PHYS_JUMPVELOCITY(s)
Definition player.qh:131
#define IS_JUMP_HELD(s)
Definition player.qh:203
float time
vector trace_endpos
vector origin
#define MAKE_VECTORS(angles, forward, right, up)
Same as the makevectors builtin but uses the provided locals instead of the v_* globals.
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:124
ent angles
Definition ent_cs.qc:121
#define PlayerSound(this, def, chan, vol, voicetype)
const int VOICETYPE_PLAYERSOUND
#define TC(T, sym)
Definition _all.inc:82
#define STAT(...)
Definition stats.qh:82
const int MOVETYPE_NONE
Definition movetypes.qh:129
const int MOVETYPE_FOLLOW
Definition movetypes.qh:141
const int MOVETYPE_NOCLIP
Definition movetypes.qh:137
const int MOVETYPE_FLY
Definition movetypes.qh:134
#define IS_ONGROUND(s)
Definition movetypes.qh:16
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define METHOD(cname, name, prototype)
Definition oo.qh:269
vector
Definition self.qh:92
const float VOL_BASE
Definition sound.qh:36
const int CH_PLAYER
Definition sound.qh:20
bool StatusEffects_active(StatusEffect this, entity actor)
#define PAGE_TEXT
Definition string.qh:643
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:649
#define PAGE_TEXT_INIT()
Definition string.qh:642
#define PHYS_WALLJUMP(s)
Definition walljump.qc:10
#define PHYS_WALLJUMP_FORCE(s)
Definition walljump.qc:14
vector PlayerTouchWall(entity this)
Definition walljump.qc:16
#define PHYS_WALLJUMP_VELOCITY_Z_FACTOR(s)
Definition walljump.qc:11
#define PHYS_WALLJUMP_DELAY(s)
Definition walljump.qc:13
#define TRACE(newvec)
#define PHYS_WALLJUMP_VELOCITY_XY_FACTOR(s)
Definition walljump.qc:12