- self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
- self.velocity_y = wishdir_y * curspeed;
- // keep velocity_z unchanged!
+ if(doublejump)
+ {
+ if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ {
+ float curspeed;
+ vector wishvel, wishdir;
+
+ curspeed = max(
+ vlen(vec2(self.velocity)), // current xy speed
+ vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
+ );
+ makevectors(self.v_angle_y * '0 1 0');
+ wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ wishdir = normalize(wishvel);
+
+ self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
+ self.velocity_y = wishdir_y * curspeed;
+ // keep velocity_z unchanged!
+ }
+ self.multijump_count += 1;