I can try to see if it can be programed so that vertical momentum is maintained.

Below is a part of the code so you guys can see what is going on:
Code:
             if(Math_GetRandomFloat(0.0, 1.0)<=0.1)
            {
                decl Float:Clientposition[3], Float:targetposition[3], Float:vector[3];
                GetClientEyePosition(Attacker, Clientposition);
                GetClientEyePosition(Client, targetposition);
                MakeVectorFromPoints(Clientposition, targetposition, vector);
                NormalizeVector(vector, vector);
                
                
                ScaleVector(vector, (damage/2));
                
                
                TeleportEntity(Client, NULL_VECTOR, NULL_VECTOR, vector);
            }
---------- Post added at 04:40 PM ---------- Previous post was at 04:36 PM ----------

What I may do is reprogram it to use push force instead as used in wcs. This would have the result of instead of jerky movement would instead create a physics force that pushes against the zombie. This instead of stopping them would work more like slowing although if high enough could stop them and push them back. I can also try to cross integrate with zombie mod itself and see if we can get class integration.