MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
{
if(self.flags & FL_ONGROUND)
- {
- if (autocvar_g_multijump > 0)
- self.multijump_count = 0;
- else
- self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
- }
+ self.multijump_count = 0;
return FALSE;
}
else
self.multijump_ready = FALSE;
- if(!player_multijump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
+ if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity_z > autocvar_g_multijump_speed)
{
if (autocvar_g_multijump)
{
self.velocity_y = wishdir_y * curspeed;
// keep velocity_z unchanged!
}
- if (autocvar_g_multijump > 0)
- self.multijump_count += 1;
+ self.multijump_count += 1;
}
}
self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump