fix spinjump emulation in 60fps

this can't be made framerate independent because the low granularity of
the effect (happening for 1/30th of a second every 1/15th of a second) has
a dramatic impact on the actual in-practice physics simulation. therefore,
it's forced to last for 1/30th of a second.
fix lingering 60fps bugs

- rifle charge rate
- taunt lack
fix jumping *3

- queed jumping bug relating t odouble jump
- spinjumping error
- spinjumping code execution order mistake
Merge pull request #213 from wareya/master

bugfixes