w = self.weapon;
if (w == 0)
return; // just in case
+ if(self.frozen)
+ return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
if(!autocvar_g_weapon_throwable)
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
if not(a) return;
- Send_Notification(NOTIF_ONE, self, MSG_WEAPON, WEAPON_DROPPED, w, a);
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
// Bringed back weapon frame
if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
return;
- if(self.freezetag_frozen == 1)
+ if(self.freezetag_frozen == 1 || self.frozen == 1)
return;
if (!self.weaponentity || self.health < 1)