How can I disable sliding whenever you jump/fall?

I’ve tried Humanoid.Jump. to see if the player was jumping, but i couldn’t find a way. heres the code

local UIS = game:GetService(‘UserInputService’)
local char = script.Parent
local CurrentCamera = workspace.CurrentCamera
local hum = char:WaitForChild(“Humanoid”)

local slideAnim = Instance.new(‘Animation’)
slideAnim.AnimationId = ‘rbxassetid://9982077290’
local sound = game.StarterPlayer.StarterCharacterScripts.Slide2.Slide

local slide = Instance.new(“BodyVelocity”)
local keybind = Enum.KeyCode.C
local canslide = true

local playAnim = char.Humanoid:LoadAnimation(slideAnim)
local party = script:WaitForChild(“ParticleEmitter”):Clone()

UIS.InputBegan:Connect(function(input,gameprocessed)
if gameprocessed then return end
if not canslide then return end

if input.KeyCode == keybind then
	canslide = false
	
	playAnim:Play(0.15)
	sound:Play()
	
	party.Parent = char:WaitForChild("Torso") -- if you have r15 change to UpperTorso	
	party.Enabled = true
	
	char.HumanoidRootPart.CanCollide = false
	CurrentCamera.CameraSubject = char:FindFirstChild('Head')
	local Head = char:FindFirstChild('Head')
	Head.CanCollide = false
	
	
	if char.Humanoid:GetState(Enum.HumanoidStateType.Jumping) or (Enum.HumanoidStateType.Freefall) then
	local canslide = false
	end
	slide.Parent = char.Humanoid.RootPart
	slide.MaxForce = Vector3.new(1 * 10000,0,1 * 10000)
	slide.Velocity = char.HumanoidRootPart.CFrame.lookVector * 80	
	Head.CanCollide = false
end

end)
UIS.InputEnded:Connect(function(input,gameprocessed)
if gameprocessed then return end
if input.KeyCode == keybind then
for count = 1, 2 do
wait(0.01)
slide.Velocity *= 0.3
end
playAnim:Stop(0.4)
party.Enabled = false
sound:Stop()
slide.Parent = workspace
slide.MaxForce = Vector3.new(0,0,0)
canslide = true
char.HumanoidRootPart.CanCollide = true
CurrentCamera.CameraSubject = char.Humanoid
local Head = char:FindFirstChild(‘Head’)
Head.CanCollide = true
end
end)

Instead of checking Humanoid.Jump, you should detect it’s state like so,

Humanoid.StateChanged:connect(function(old, new)
	if new ~= Enum.HumanoidStateType.Running, then --> Prevent the character from sliding if it's climbing / falling / jumping
		canSlide = false
	else
		canSlide = true
	end
end)

Hope this helps.

damn, thank you. I’ve been trying to find a solution for this for hours, also how would I make it so if you jump whilst sliding, the sliding cancels.

the humanoid has an event called jumping, perhaps you can use that in some capacity