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[Orpheu] Player jump power


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DarkGL
Senior Member
Join Date: Aug 2010
Location: Warsaw, Poland
Old 08-23-2012 , 10:14   [Orpheu] Player jump power
Reply With Quote #1

I want to add some power to user jump ( without changing gavity just velocity )

my code
Code:
OrpheuRegisterHook( OrpheuGetFunctionFromClass("player","Jump","CBasePlayer") , "playerJump" , OrpheuHookPost );
Code:
public playerJump( id ){
	
	new iFlags	=	pev( id , pev_flags );
	
	if( !( pev( id , pev_button ) & IN_JUMP ) || pev( id , pev_oldbuttons ) & IN_JUMP || iFlags & FL_WATERJUMP || pev( id , pev_waterlevel ) >= 2 || !( iFlags & FL_ONGROUND ) ){
		return ;
	}
	
	new Float: fVec[ 3 ];
		
	pev( id , pev_velocity , fVec ) ;
	
	client_print( 0 , 3 , "%f | %f | %f" , fVec[ 0 ] , fVec[ 1 ] , fVec[ 2 ] );
	
	fVec[ 2 ]	+=	floatmul( fVec[ 2 ] , fPercent  ) ;
	 
	set_pev( id , pev_velocity , fVec );
}
Code:
{
    "name" : "Jump",
    "class" : "CBasePlayer",
    "library" : "mod",
    "indexes" : 
    [
        {
            "os" : "linux",
            "mod" : "cstrike",
            "value" : 78
        }
    ]
}
fVec[ 2 ] is always 0.0 so this code don't work
I know I can calculate it from "sqrt( height * gravity * 2)" but I would want to write it without this
also I know it possible to do it with prethink/postthink but I think Orpheu is more effective
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Last edited by DarkGL; 08-23-2012 at 10:19.
DarkGL is offline
meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 09-09-2012 , 16:14   Re: [Orpheu] Player jump power
Reply With Quote #2

Dump, this seems to be useful and I've trying to search for the same thing D:
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