return; // no jumping while blocked
float doublejump = FALSE;
+ float mjumpheight = autocvar_sv_jumpvelocity;
player_multijump = doublejump;
+ player_jumpheight = mjumpheight;
if(MUTATOR_CALLHOOK(PlayerJump))
return;
doublejump = player_multijump;
-
- float mjumpheight;
+ mjumpheight = player_jumpheight;
if (autocvar_sv_doublejump)
{
}
}
- mjumpheight = autocvar_sv_jumpvelocity;
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
self.velocity_z = self.stat_sv_maxspeed * 0.7;