Wrong. Notice that when you press jump, the CheckJumpButton() method sets the field "player->m_Local.m_flJumpTime" to the duration of jump in miliseconds (it's then reduced gradually in ReduceTimers() until it reaches 0). When you jump, you hit the first condition: if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck || bDuckJump )
then you hit if ( bDuckJump ) because m_flJumpTime is grater than 0. You're not ducking so you hit the nested "if" and StartUnDuckJump is called. I changed bDuckJump to be always false and as a result the player jumps lower, but without the dirty snapping (draw a box at player's origin and you'll notice that rigth after the jump you get teleported quite a lot upwards, then when the m_flJumpTime timer hits 0, you get snapped back to ground - I needed a smooth jump movement). So I'll make my question more specific: Why is the player snapped up and down to make him jump higher instead of increasing the GAMEMOVEMENT_JUMP_HEIGHT? I would like to know the answer because I need smooth jumping without the snap but I'm not sure if it's OK to just ommit the UnDuckJump _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

