]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_impulse.qc
Remove some reloading system stupidity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_impulse.qc
index 529567a3b407cc7118590aa59c451fb3444798ac..c047d20b7385d36e09a2d9826974b922ed43aa2b 100644 (file)
@@ -46,6 +46,10 @@ void ImpulseCommands (void)
                return;
        self.impulse = 0;
 
+       // forbid impulses when not in round time
+       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+               return;
+
        if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
                return;
     
@@ -73,38 +77,37 @@ void ImpulseCommands (void)
                        switch(imp)
                        {
                                case 10:
-                                       W_NextWeapon (0);
+                                       W_NextWeapon(0);
                                        break;
                                case 11:
                                        W_LastWeapon();
                                        break;
                                case 12:
-                                       W_PreviousWeapon (0);
+                                       W_PreviousWeapon(0);
                                        break;
                                case 13:
-                                       W_SwitchWeapon (w_getbestweapon(self));
+                                       W_SwitchWeapon(w_getbestweapon(self));
                                        break;
                                case 14:
                                        W_NextWeaponOnImpulse(0);
                                        break;
                                case 15:
-                                       W_NextWeapon (2);
+                                       W_NextWeapon(2);
                                        break;
                                case 16:
-                                       W_PreviousWeapon (2);
+                                       W_PreviousWeapon(2);
                                        break;
                                case 17:
-                                       if (!g_minstagib)
-                                               W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
+                                       W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
                                        break;
                                case 18:
-                                       W_NextWeapon (1);
+                                       W_NextWeapon(1);
                                        break;
                                case 19:
-                                       W_PreviousWeapon (1);
+                                       W_PreviousWeapon(1);
                                        break;
                                case 20:
-                                       W_TriggerReload ();
+                                       WEP_ACTION(self.weapon, WR_RELOAD);
                                        break;
                        }
                }