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