- // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
- if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
- setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
-
- if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
- {
- if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
- {
- traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
- if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
- {
- setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
- self.restart_jump = FALSE;
- }
- }
- }
+ if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
+ {
+ traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
+ if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
+ {
+ setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
+ self.restart_jump = FALSE;
+ }
+ }