void ImpulseCommands (void)
{
- local float imp;
+ float imp;
vector org;
float i;
float m;
return;
self.impulse = 0;
- if (timeoutStatus == 2) //don't allow any impulses while the game is paused
+ if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
return;
-
+
+ if(self.vehicle)
+ if(self.vehicle.deadflag == DEAD_NO)
+ if(self.vehicle.vehicles_impusle)
+ if(self.vehicle.vehicles_impusle(imp))
+ return;
+
if(CheatImpulse(imp))
{
}
W_NextWeapon (0);
break;
case 11:
- W_SwitchWeapon (self.cnt); // previously used
+ W_LastWeapon();
break;
case 12:
W_PreviousWeapon (0);
case 33:
if(self.deadflag == DEAD_NO && teamplay)
{
- wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
- if(!wp)
- WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
- else
- WaypointSprite_Ping(wp);
+ if not(MUTATOR_CALLHOOK(HelpMePing))
+ {
+ wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
+ if(!wp)
+ WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
+ else
+ WaypointSprite_Ping(wp);
+ }
sprint(self, "HELP ME attached\n");
}
break;