Cant Jump ?c# please

so i am making a multiplayer game in photon and when i try and jump i just stay on the ground.

here is my code

using UnityEngine;
using System.Collections;

public class ProjectJumpCharacterController : MonoBehaviour {
//booleans
	public bool issprinting = false;
	public bool ShootingEnabled = false;
	public bool SprintingEnabled = false;
	public bool StaminaEnabled = false;
   
	//floats
	//b
	public float bulletImpulse = 100f;
	//g
	public float gravity = 20;
	//j
	public float jumpHeight = 12;
	//L
	public float lowgravity = 5;
	//m
	public float mouseSensitivity = 6.0f;
	public float  movespeed = 100.0f;
	//n
	public float normalspeed = 250.0f;
	//s
	public float sprintspeed = 500.0f;
	//u
	public float upDownRange = 60.0f;
	//v
	float verticalRotation = 0;
	
	//KeyCodes
	public KeyCode sprint = KeyCode.LeftShift;

	//GameObjects
	public GameObject bullet_prefab;
	public GameObject shootfrom;
	
	//Vectors
	private Vector3 amountToMove;
   
	void OnTriggerEnter(Collider other)
    {
		if (other.gameObject.tag == "Low-Gravity")
		{	
			gravity = lowgravity * Time.deltaTime;	
		}
	}

	void OnTriggerExit(Collider other)
    {
		if (other.gameObject.tag == "Low-Gravity")
        {
			gravity = 25 *  Time.deltaTime;
		}
	}
	
	void Update()
    {
			//Walking
				float Fspeed = Input.GetAxis("Vertical") * movespeed * Time.deltaTime;
				float Sspeed = Input.GetAxis("Horizontal") * movespeed * Time.deltaTime;
		
				//Declaring our Character Controller and assigning it a name		
					CharacterController cc = transform.GetComponent<CharacterController> ();
			
				//Rotation
				//Rotating the camera
			
					float rotLeftRight = Input.GetAxis ("Mouse X") * mouseSensitivity;
					transform.Rotate (0, rotLeftRight, 0);
					verticalRotation -= Input.GetAxis ("Mouse Y") * mouseSensitivity;
					verticalRotation = Mathf.Clamp (verticalRotation, -upDownRange, upDownRange);
					Camera.main.transform.localRotation = Quaternion.Euler (verticalRotation, 0, 0);
			
				//Sprinting
				//If the player presses the sprint key it adjusts the move speed of the player 
				//if stamina is enabled it requires stamina to be > 0 and it depletes stamina when sprinting
		
				if (Input.GetKey (sprint) && SprintingEnabled == true)
                {
						issprinting = true;
				}
		
				if (Input.GetKeyUp (sprint))
                {
						issprinting = false;
				}

		if (issprinting == true  && SprintingEnabled == true)
		{
			movespeed = sprintspeed;
		}

		if (issprinting == false ) 
		{
			movespeed = normalspeed;
		}
		
		//Jumping
		if (cc.isGrounded)
        {
			amountToMove.y = 0;
			
			if (Input.GetButtonDown ("Jump"))
			{
				amountToMove.y = jumpHeight *Time.deltaTime;	
			}	
		}
		
		if ((cc.collisionFlags & CollisionFlags.Above) != 0)
		{ 
			if(amountToMove.y > 0)
			{
				amountToMove.y =  -gravity;
			}	
		}
   		
		//getting the cc to move
		amountToMove.x = Sspeed;
		amountToMove.z = Fspeed;
		amountToMove.y -= gravity;	
		amountToMove = transform.rotation * amountToMove;
		cc.Move (amountToMove);
		
		//Shooting
		if (Input.GetButtonDown ("Fire1") && ShootingEnabled == true)
        {
			GameObject thebullet = (GameObject)PhotonNetwork.Instantiate ("bullet 1", shootfrom.transform.position, shootfrom.transform.rotation, 0);
			thebullet.rigidbody.AddForce (shootfrom.transform.forward * bulletImpulse, ForceMode.Impulse);	
		}
}

if i remove time.deltatime on the jumping part i go really high really fast and then back down really fast it just pops up and down

i need to fix this fast! please help me

I think the problem is here:

//getting the cc to move
amountToMove.x = Sspeed;
amountToMove.z = Fspeed;
amountToMove.y -= gravity;
amountToMove = transform.rotation * amountToMove;
cc.Move (amountToMove);

You set the amountToMove.y to -gravity just before you call move, regardless of if the player has pressed Jump.

In line 107 your setting y to a small amount of Jumpheight. Remove * Time.deltaTime here.

In line 122 you’re substracting the full gravity value. add * Time.deltaTime here.