SetGamePlayerControlJumpmax: SetGamePlayerControlJumpmax() -- command used by the default player control mechanism
That it the whole line from the global.lua and there is no
GetGamePlayerControlJumpmax: GetGamePlayerControlJumpmax()
There is a
tplayerjumpnow=GetGamePlayerControlJumpmax()*ttjumpmodifier
listed in the gameplayercontrol.lua but this is the only line that it's in.
I grabbed a bigger hunk of the script here. I'm working in between the two sets of double hyphens and that's all that's changed of now.
elseif
tl.state == "firing" then
local pax, pay, paz = rad( g_PlayerAngX ), rad( g_PlayerAngY ), rad( g_PlayerAngZ )
-- calculate a vector describing the direction and speed of the throw
local force = 15 * n_max_time / max_throw_dist
local vx, vy, vz = U.Rotate3D( 0, 0, force, pax, pay, paz )
local ox, oy, oz = U.Rotate3D( .5, 0, 0, pax, pay, paz )
--AddObjectCollisionCheck( Ent.obj )
PushObject( Ent.obj, vx, vy, vz, ox, oy, oz )
tl.state = "fired"
elseif
tl.state == "fired" and
-----------------------------------------------------
-----------------------------------------------------
g_KeyPressSPACE == 1 then
if
(GetGamePlayerControlJumpmax() < 500) then SetGamePlayerControlJumpmax(500)
elseif
tl.state ~= "fired" then
if
(GetGamePlayerControlJumpmax() >215) then SetGamePlayerControlJumpmax(215)
end
end
-----------------------------------------------------
-----------------------------------------------------
if g_MouseClick == 2 then
tl.state = "hit"
tl.timer = timeNow + 4000
tl.hit = { x = Ent.x, y = Ent.y, z = Ent.z }
end
if tl.state == "hit" then
CollisionOff( e )
RotateObject( Ent.obj, g_PlayerAngX, g_PlayerAngY, g_PlayerAngZ )
PositionObject( Ent.obj, tl.hit.x, tl.hit.y, tl.hit.z )
elseif
GetTimer( e ) > n_max_time then
tl.state = "return"
end
but that's still a nogo