local vecDown = vector3(0, 0, -1) local vecForceScale = vector3(500, 500, 500) local nextJumpTime = 0 function onReload local curTime = _CurTime() if(curTime >= nextJumpTime) then --see if the player is on the ground _TraceLine(_PlayerGetShootPos(Owner), vecDown, 32, Owner) if(_TraceHit()) then local vecJumpVel = vecMul(_PlayerShootAng(Owner), vecForceScale) _EntSetVelocity(Owner, vecJumpVel) end nextJumpTime = curTime + 1 end end