I dont know or play VS, but at least im trying to help. Try this
Code:
public client_PreThink(id)
{
if((is_user_alive(id)) && (get_team_int(id) == 1))
{
newButton[id] = get_user_button(id)
new oldButton = get_user_oldbutton(id)
new flags = get_entity_flags(id)
//reset if we are on ground
if(caughtJump[id] && (flags & FL_ONGROUND))
{
numJumps[id] = 0
caughtJump[id] = false
}
//begin when we jump
if((newButton[id] & IN_JUMP) && (flags & FL_ONGROUND) && !caughtJump[id] && !(oldButton & IN_JUMP) && !numJumps[id])
{
caughtJump[id] = true
entity_get_vector(id,EV_VEC_velocity,jumpVeloc[id])
jumpVeloc[id][2] = get_cvar_float("walljump_str")
}
}
}
public client_PostThink(id)
{
if(is_user_alive(id))
{
//do velocity if we walljumped
if(doJump[id])
{
entity_set_vector(id,EV_VEC_velocity,jumpVeloc[id])
doJump[id] = false
if(numJumps[id] >= get_cvar_num("walljump_num")) //reset if we ran out of jumps
{
numJumps[id] = 0
caughtJump[id] = false
}
}
}
}
public Touch_World(id, world)
{
if(is_user_alive(id))
{
//if we touch wall and have jump pressed, setup for jump
if(caughtJump[id] && (newButton[id] & IN_JUMP) && !(get_entity_flags(id) & FL_ONGROUND))
{
//reverse velocity
for(new x=0;x<2;x++)
jumpVeloc[id][x] *= -1.0
numJumps[id]++
doJump[id] = true
}
}
}
stock get_team_int(id)
{
new TeamString[8]
get_user_team(id,TeamString,7)
if(equali(TeamString,"VAMPIRE"))
return 1
if(equali(TeamString,"SLAYER"))
return 2
return 0
}