Ukill Posted January 29, 2017 Share Posted January 29, 2017 View File Rx_Mutator_DoubleJump * This mutator will add the DoubleJump to the Renegade X game * * Version 1.0.0 Compatible with Renegade X v5.282 Mutator : Rx_Mutator_DoubleJump.u (Download) Source : Spoiler Rx_Mutator_DoubleJump.uc (Download) Spoiler /****************************************************************************** * Modified by Ukill, this can contain parts of code written by Jessica\Yosh * * This mutator will add the DoubleJump function to the Renegade X game * ******************************************************************************* * Rx_Mutator_DoubleJump * ******************************************************************************/ class Rx_Mutator_DoubleJump extends UTMutator; function bool CheckReplacement(Actor Other) { if(Other.IsA('Rx_TeamInfo')) { Rx_Game(WorldInfo.Game).DefaultPawnClass = class'Rx_Mutator_DoubleJump_Pawn' ; Rx_Game(WorldInfo.Game).PlayerControllerClass = class'Rx_Mutator_DoubleJump_Controller' ; } return true; } DefaultProperties { } Rx_Mutator_DoubleJump_Controller.uc (Download) Spoiler /****************************************************************************** * Modified by Ukill, this can contain parts of code written by Jessica\Yosh * * This mutator will add the DoubleJump function to the Renegade X game * ******************************************************************************* * Rx_Mutator_DoubleJump_Controller * ******************************************************************************/ class Rx_Mutator_DoubleJump_Controller extends Rx_Controller; function CheckJumpOrDuck() { if ( Pawn == None ) { return; } if ( bDoubleJump && (bUpdating || ((Rx_Pawn(Pawn) != None) && Rx_Pawn(Pawn).CanDoubleJump())) ) { Rx_Pawn(Pawn).DoDoubleJump( bUpdating ); bDoubleJump = false; } else if ( bPressedJump ) { Pawn.DoJump( bUpdating ); } if ( Pawn.Physics != PHYS_Falling && Pawn.bCanCrouch ) { Pawn.ShouldCrouch(bDuck != 0); } } Rx_Mutator_DoubleJump_Pawn.uc (Download) Spoiler /****************************************************************************** * Modified by Ukill, this can contain parts of code written by Jessica\Yosh * * This mutator will add the DoubleJump function to the Renegade X game * ******************************************************************************* * Rx_Mutator_DoubleJump_Pawn * ******************************************************************************/ class Rx_Mutator_DoubleJump_Pawn extends Rx_Pawn; var bool canDJ ; function bool DoJump( bool bUpdating ) { canDJ=true; if(JumpZ < default.JumpZ) JumpZ = default.JumpZ; CurrentHopStamina = 1; if(Abs(Velocity.Z) < DoubleJumpThreshold) LogInternal("In doublejump threshhold"); if ( !bUpdating && CanDoubleJump() && (Abs(Velocity.Z) < DoubleJumpThreshold) && IsLocallyControlled() ) { if ( Rx_Controller(Controller) != None ) Rx_Controller(Controller).bDoubleJump = true; LogInternal("222222222222222222222222DJump N Node Single:" $ Rx_Controller(Controller).bDoubleJump); DoDoubleJump(bUpdating); MultiJumpRemaining -= 1; return true; } if (bJumpCapable && !bIsCrouched && !bWantsToCrouch && (Physics == PHYS_Walking || Physics == PHYS_Ladder || Physics == PHYS_Spider)) { if ( Physics == PHYS_Spider ) Velocity = JumpZ * Floor; else if ( Physics == PHYS_Ladder ) Velocity.Z = 0; else if ( bIsWalking ) Velocity.Z = Default.JumpZ; else Velocity.Z = JumpZ; if (Base != None && !Base.bWorldGeometry && Base.Velocity.Z > 0.f) { if ( (WorldInfo.WorldGravityZ != WorldInfo.DefaultGravityZ) && (GetGravityZ() == WorldInfo.WorldGravityZ) ) { Velocity.Z += Base.Velocity.Z * sqrt(GetGravityZ()/WorldInfo.DefaultGravityZ); } else { Velocity.Z += Base.Velocity.Z; } } SetPhysics(PHYS_Falling); bReadyToDoubleJump = true; canDJ = CanDoubleJump(); LogInternal("SingleJump _ VarbUpdating:" $ bUpdating); bDodging = false; canDJ = (!bUpdating && CanDoubleJump() && (Abs(Velocity.Z) < DoubleJumpThreshold) && IsLocallyControlled() ); LogInternal("CanDJ0000000000NormalJump:" $ canDJ) ; if ( !bUpdating ) PlayJumpingSound(); return true; } return false; } simulated function DoDoubleJump( bool bUpdating ) { if ( !bIsCrouched && !bWantsToCrouch ) { if ( !IsLocallyControlled() || AIController(Controller) != None ) { MultiJumpRemaining -= 1; } Velocity.Z = JumpZ + MultiJumpBoost; LogInternal("01010101110101DoneDid A Double Jump"); RX_InventoryManager(InvManager).OwnerEvent('MultiJump'); SetPhysics(PHYS_Falling); BaseEyeHeight = DoubleJumpEyeHeight; if (!bUpdating) { SoundGroupClass.Static.PlayDoubleJumpSound(self); } } } function bool CanDoubleJump() { return ( (MultiJumpRemaining > 0) && (Physics == PHYS_Falling) && (bReadyToDoubleJump || (UTBot(Controller) != None)) ); } function bool CanMultiJump() { return ( MaxMultiJump > 0 ); } DefaultProperties { MaxMultiJump=1 // default is 0 MultiJumpRemaining=0 // default is 0 JumpZ=500 // default is 320 MaxJumpHeight=150 // something less than 49 } Submitter Ukill Submitted 01/29/2017 Category Modifications Quote Link to comment Share on other sites More sharing options...
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