+ if (cvar("g_multijump"))\r
+ {\r
+ if(self.prevlastteleporttime != self.lastteleporttime)\r
+ {\r
+ // if we teleported above the ground, require touching the ground again to multi-jump\r
+ self.multijump_ready = FALSE;\r
+ if(self.flags & FL_ONGROUND)\r
+ self.prevlastteleporttime = self.lastteleporttime;\r
+ }\r
+ else if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair\r
+ self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again\r
+ else\r
+ self.multijump_ready = FALSE;\r
+ }\r
+\r
+ if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))\r
+ {\r
+ // doublejump = FALSE; // checked above in the if\r
+ if (cvar("g_multijump"))\r
+ {\r
+ if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity\r
+ {\r
+ if (self.velocity_z < mjumpheight)\r
+ {\r
+ doublejump = TRUE;\r
+ self.velocity_z = 0;\r
+ }\r
+ }\r
+ else\r
+ doublejump = TRUE;\r
+\r
+ if(doublejump)\r
+ {\r
+ if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys\r
+ {\r
+ float curspeed;\r
+ vector wishvel, wishdir;\r
+\r
+ curspeed = max(\r
+ vlen(vec2(self.velocity)), // current xy speed\r
+ vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs\r
+ );\r
+ makevectors(self.v_angle_y * '0 1 0');\r
+ wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
+ wishdir = normalize(wishvel);\r
+\r
+ self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump\r
+ self.velocity_y = wishdir_y * curspeed;\r
+ // keep velocity_z unchanged!\r
+ }\r
+ if (cvar("g_multijump") > 0)\r
+ self.multijump_count += 1;\r
+ }\r
+ }\r
+ self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump\r
+ }\r
+\r
+ if (!doublejump)\r
+ if (!(self.flags & FL_ONGROUND))\r
+ return;\r