The fix for Rocket-Jumps is pretty much just a compare of 1 float that got implemented in later versions of Call of Duty: World at War.
As you can see in the picture below; a calculated Knockback value gets passed into v14 and would normally be multiplied by 64 to be added to your current Z Velocity
which results in a Rocket-Jump.
But they've added a compare instruction to check if v14 "is not null" ( if v14 > 0 || v14 < 0 )
If v14 is not null then set v14 to 0 ( as you can see in the picture below )
-> (v14 = 0) * 64 = 0
-> 0 + current Z Velocity = well, unchanged velocity
It's pretty easy to re-enable RocketJumps by simply changing the compare instruction to v14 = 0.
That means that it only resets our calculated Knockback value if it is already 0.
++ Mini Bounces / Bayonet Jumping:
The fix for Bayonet-Jumps is also responsible for mini-bounces.
They've added 3 new dvars: player_bayonetLaunchDebugging; player_bayonetLaunchProof; player_bayonetLaunchZCap
They added a check in the "PM_MeleeChargeUpdate" function to check if player_bayonetLaunchProof is enabled.
If it is enabled, they limit your Z Velocity to the float stored in player_bayonetLaunchZCap.
This will act as a global Z Velocity cap as that that function gets called every iteration of "PmoveSingle" ( All Movement Functions get called from there )
Simply disabling the player_bayonetLaunchProof dvar will re-enable Bayonet-Jumping but also remove mini-bouncing.
I just inversed the player_bayonetLaunchProof check in "PM_MeleeChargeUpdate" ( cmp byte ptr[eax+10h], 0 to cmp byte ptr[eax+10h], 1 )