return;
self.impulse = 0;
- if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
+ // 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;
+
+ if(self.vehicle)
+ if(self.vehicle.deadflag == DEAD_NO)
+ if(self.vehicle.vehicles_impusle)
+ if(self.vehicle.vehicles_impusle(imp))
+ return;
+
if(CheatImpulse(imp))
{
}
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);