#ifdef CSQC
-#define PHYS_MOVE_MULTIJUMP pm_multijump
#define PHYS_MULTIJUMP getstati(STAT_MULTIJUMP)
#define PHYS_MULTIJUMP_SPEED getstatf(STAT_MULTIJUMP_SPEED)
#define PHYS_MULTIJUMP_ADD getstati(STAT_MULTIJUMP_ADD)
#elif defined(SVQC)
-#define PHYS_MOVE_MULTIJUMP player_multijump
#define PHYS_MULTIJUMP autocvar_g_multijump
#define PHYS_MULTIJUMP_SPEED autocvar_g_multijump_speed
#define PHYS_MULTIJUMP_ADD autocvar_g_multijump_add
else
self.multijump_ready = FALSE;
- if(!PHYS_MOVE_MULTIJUMP && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
+ if(!player_multijump && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
{
if (PHYS_MULTIJUMP)
{
{
if (self.velocity_z < PHYS_JUMPVELOCITY)
{
- PHYS_MOVE_MULTIJUMP = TRUE;
+ player_multijump = TRUE;
self.velocity_z = 0;
}
}
else
- PHYS_MOVE_MULTIJUMP = TRUE;
+ player_multijump = TRUE;
- if(PHYS_MOVE_MULTIJUMP)
+ if(player_multijump)
{
if(PHYS_INPUT_MOVEVALUES(self)_x != 0 || PHYS_INPUT_MOVEVALUES(self)_y != 0) // don't remove all speed if player isnt pressing any movement keys
{