return;
if(PHYS_INPUT_BUTTON_ATCK2(player))
- if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
+ if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is reloading
|| (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
if(time >= player.jump_interval)
{