PlayerJump
When you press the jump key
+ returns TRUE if handled
=============
*/
- void PlayerJump (void)
+ float PlayerJump (void)
{
if(self.frozen)
- return; // no jumping in freezetag when frozen
+ return TRUE; // no jumping in freezetag when frozen
if(self.player_blocked)
- return; // no jumping while blocked
+ return TRUE; // no jumping while blocked
float doublejump = FALSE;
- float mjumpheight = autocvar_sv_jumpvelocity;
+ float mjumpheight = self.stat_sv_jumpvelocity;
player_multijump = doublejump;
player_jumpheight = mjumpheight;
if (time >= self.teleport_time)
{
// water acceleration
- PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+ PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
}
}
- else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
+ else if (self.items & IT_USING_JETPACK)
{
//makevectors(self.v_angle_y * '0 1 0');
makevectors(self.v_angle);
GetCvars_handleFloat(s, f, autoswitch, "cl_autoswitch");
GetCvars_handleFloat(s, f, cvar_cl_autoscreenshot, "cl_autoscreenshot");
+ GetCvars_handleFloat(s, f, cvar_cl_jetpack_jump, "cl_jetpack_jump");
GetCvars_handleString(s, f, cvar_g_xonoticversion, "g_xonoticversion");
+ GetCvars_handleString(s, f, cvar_cl_physics, "cl_physics");
GetCvars_handleFloat(s, f, cvar_cl_handicap, "cl_handicap");
GetCvars_handleFloat(s, f, cvar_cl_clippedspectating, "cl_clippedspectating");
GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);