{
if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
self.velocity_z = 0;
+
+ local vector wishvel, wishdir;
+ wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ wishdir = normalize(wishvel);
+ if(wishdir_x != 0 && wishdir_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * vlen(self.velocity); // allow "dodging" at a multijump
+
self.multijump_count += 1;
}
self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump