#include "jump.qh" #ifdef SVQC float buff_Jump_ChangeDamage(float frag_damage, float frag_deathtype) { if (frag_deathtype == DEATH_FALL.m_id) frag_damage = 0; return frag_damage; } MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if (StatusEffects_active(BUFF_JUMP, player)) STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_velocity; } #endif // SVQC #ifdef MENUQC METHOD(JumpBuff, describe, string(JumpBuff this)) { TC(JumpBuff, this); PAGE_TEXT_INIT(); PAR(_("The %s buff greatly increases your jump height, while the buff is active."), COLORED_NAME(this)); PAR(_("It also makes you immune to fall damage.")); return PAGE_TEXT; } #endif // MENUQC