return;
self.impulse = 0;
- // forbid impulses when not in round time
+ // allow only weapon change impulses when not in round time
if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if(imp == 17 || (imp >= 20 && imp < 200) || imp > 253)
return;
if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
if(self.vehicle)
if(self.vehicle.deadflag == DEAD_NO)
- if(self.vehicle.vehicles_impusle)
- if(self.vehicle.vehicles_impusle(imp))
+ if(self.vehicle.vehicles_impulse)
+ if(self.vehicle.vehicles_impulse(imp))
return;
if(CheatImpulse(imp))
W_PreviousWeapon(1);
break;
case 20:
- WEP_ACTION(self.weapon, WR_RELOAD);
+ if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); }
break;
}
}
if(self.deadflag == DEAD_NO)
{
// custom order weapon cycling
- i = mod(imp, 10);
+ i = imp % 10;
m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
}