if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
return;
- if(PHYS_INPUT_BUTTON_ATCK2(player))
+ if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
if( !forbidWeaponUse(player)
|| (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
- if(time >= player.jump_interval)
{
player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
makevectors(player.v_angle);