-#ifdef IMPLEMENTATION
+#include "multijump.qh"
+
+#ifdef GAMEQC
+
#ifdef SVQC
#include <server/antilag.qh>
#endif
{
entity player = M_ARGV(0, entity);
- if(!PHYS_MULTIJUMP(player)) { return false; }
+ if(!PHYS_MULTIJUMP(player)) { return; }
int client_multijump = PHYS_MULTIJUMP_CLIENT(player);
if(client_multijump > 1)
- return false; // nope
+ return; // nope
if (!IS_JUMP_HELD(player) && !IS_ONGROUND(player) && client_multijump) // jump button pressed this frame and we are in midair
player.multijump_ready = true; // this is necessary to check that we released the jump button and pressed it again
int phys_multijump = PHYS_MULTIJUMP(player);
- if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
+ if(!M_ARGV(2, bool) && player.multijump_ready && (PHYS_MULTIJUMP_COUNT(player) < phys_multijump || phys_multijump == -1) && player.velocity_z > PHYS_MULTIJUMP_SPEED(player) &&
(!PHYS_MULTIJUMP_MAXSPEED(player) || vdist(player.velocity, <=, PHYS_MULTIJUMP_MAXSPEED(player))))
{
if (PHYS_MULTIJUMP(player))
}
#endif
+
#endif