Removed the real_onground check
Player shouldn't really be onground if they're holding jump & just jumped
Couldn't find any situations where this change breaks things
}
else
{
- if (vel_phys.z > prev_vel_z && jumpheld && !real_onground && !swimming && alive_player)
+ if (vel_phys.z > prev_vel_z && jumpheld && !swimming && alive_player)
{
// NOTE: this includes some situations where the player doesn't explicitly jump (e.g. jumppad, weapon kb)
// excluding them would be difficult. maybe they can be left in?