diff --git a/mp/src/game/shared/gamemovement.cpp b/mp/src/game/shared/gamemovement.cpp index 9b328e5b..c054b2d8 100644 --- a/mp/src/game/shared/gamemovement.cpp +++ b/mp/src/game/shared/gamemovement.cpp @@ -2080,26 +2080,19 @@ void CGameMovement::FullWalkMove( ) TryPlayerMove(); // See if we are still in water? CheckWater(); - - // FF --> hlstriker: Make sure player isn't swimming before we return - if( player->GetWaterLevel() < WL_Waist ) - { - player->m_flWaterJumpTime = 0; - return; - } - // FF <-- } // If we are swimming in the water, see if we are nudging against a place we can jump up out // of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0 if ( player->GetWaterLevel() >= WL_Waist ) { - if ( player->GetWaterLevel() == WL_Waist ) + if ( player->GetWaterLevel() == WL_Waist + && mv->m_vecVelocity[2] > 0 ) // FF --> hlstriker: Make sure the player is actually moving upwards before trying to jump out of water. { CheckWaterJump(); } - // If we are falling again, then we must not trying to jump out of water any more. + // If we are falling again, then we must not trying to jump out of water any more. if ( mv->m_vecVelocity[2] < 0 && player->m_flWaterJumpTime ) {