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src/game/shared/tf/tf_playeranimstate.cpp

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Original file line numberDiff line numberDiff line change
@@ -1481,7 +1481,28 @@ bool CTFPlayerAnimState::HandleJumping( Activity &idealActivity )
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TFPlayerClassData_t *pData = m_pTFPlayer->GetPlayerClass()->GetData();
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bool bValidAirWalkClass = ( pData && pData->m_bDontDoAirwalk == false );
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#ifdef BDSBASE
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// Account for jump height to avoid skipping the jump start animation
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float flJumpMod = 1.f;
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if (bValidAirWalkClass && !m_bInAirWalk)
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{
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER(m_pTFPlayer, flJumpMod, mod_jump_height);
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CTFWeaponBase* pWpn = m_pTFPlayer->GetActiveTFWeapon();
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if (pWpn)
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{
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER(pWpn, flJumpMod, mod_jump_height_from_weapon);
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}
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if (m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY)
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{
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flJumpMod *= 1.8f;
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}
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}
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if (bValidAirWalkClass && (vecVelocity.z > 300.0f * flJumpMod || m_bInAirWalk || m_pTFPlayer->GetGrapplingHookTarget() != NULL) && !bInDuck)
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#else
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if ( bValidAirWalkClass && ( vecVelocity.z > 300.0f || m_bInAirWalk || m_pTFPlayer->GetGrapplingHookTarget() != NULL ) && !bInDuck )
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#endif
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{
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// Check to see if we were in an airwalk and now we are basically on the ground.
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if ( ( GetBasePlayer()->GetFlags() & FL_ONGROUND ) && m_bInAirWalk )

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