.float multijump_ready;
.float prevjumpbutton;
-.float nexspeed;
-
/*
=============
PlayerJump
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed"));
- float f;
f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
// add the extra charge
self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);