w = self.weapon;
if (w == 0)
return; // just in case
+ if(self.weapon_forbidchange)
+ return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
if(!autocvar_g_weapon_throwable)
if(!W_IsWeaponThrowable(w))
return;
- // don't allow throwing the hager if we're loading rockets into it
- if(self.weapon == WEP_HAGAR && self.hagar_load)
- return;
-
wb = W_WeaponBit(w);
if(self.weapons & wb != wb)
return;