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;
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:
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;
}
}