CL_ClientMovement_PlayerMove(&s);
}
CL_ClientMovement_PlayerMove(&s);
- cl.movecmd[i].canjump = s.cmd.canjump;
}
else
{
// we REALLY need this handling to happen, even if the move is not executed
- if (!cl.movecmd[i].jump)
- cl.movecmd[i].canjump = true;
+ if (!s.cmd.jump)
+ s.cmd.canjump = true;
}
+ cl.movecmd[i].canjump = s.cmd.canjump;
}
//Con_Printf("\n");
CL_ClientMovement_UpdateStatus(&s);
cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
- cl.cmd.canjump = cl.movecmd[0].canjump;
cl.cmd.crouch = 0;
switch (cls.protocol)
{