if(autocvar_hud_panel_strafehud_jumpheight_fade > 0)
{
float text_alpha = 0;
- float jumpheight_min = max(autocvar_hud_panel_strafehud_jumpheight_min * length_conversion_factor, 0);
+ float jumpheight_min = max(autocvar_hud_panel_strafehud_jumpheight_min, 0);
float jumpheight_current = strafeplayer.origin.z;
float jumpspeed_current = strafeplayer.velocity.z;
if(jumpspeed_prev <= jumpspeed_current || jumpheight_prev > jumpheight_current || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer) || spectating)