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;
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);
case 33:
if(self.deadflag == DEAD_NO && teamplay)
{
- wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
- if(!wp)
- WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
- else
- WaypointSprite_Ping(wp);
+ if not(MUTATOR_CALLHOOK(HelpMePing))
+ {
+ wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
+ if(!wp)
+ WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
+ else
+ WaypointSprite_Ping(wp);
+ }
sprint(self, "HELP ME attached\n");
}
break;