]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_impulse.qc
Merge branch 'master' into terencehill/music_player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_impulse.qc
index a4376bd418a101096d5fdf7d2e68c76070796578..76610f4c3e57da54d79fc73dcbb1ebcb9aabe0a9 100644 (file)
@@ -46,8 +46,9 @@ void ImpulseCommands (void)
                return;
        self.impulse = 0;
 
-       // forbid impulses when not in round time
+       // allow only weapon change impulses when not in round time
        if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+       if(imp == 17 || (imp >= 20 && imp < 200) || imp > 253)
                return;
 
        if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
@@ -55,8 +56,8 @@ void ImpulseCommands (void)
 
     if(self.vehicle)
         if(self.vehicle.deadflag == DEAD_NO)
-            if(self.vehicle.vehicles_impusle)
-                if(self.vehicle.vehicles_impusle(imp))
+            if(self.vehicle.vehicles_impulse)
+                if(self.vehicle.vehicles_impulse(imp))
                     return;
 
        if(CheatImpulse(imp))
@@ -67,8 +68,8 @@ void ImpulseCommands (void)
                // weapon switching impulses
                if(self.deadflag == DEAD_NO)
                        W_NextWeaponOnImpulse(imp);
-               else
-                       self.impulse = imp; // retry in next frame
+               //else
+               //      self.impulse = imp; // retry in next frame
        }
        else if(imp >= 10 && imp <= 20)
        {
@@ -77,37 +78,37 @@ void ImpulseCommands (void)
                        switch(imp)
                        {
                                case 10:
-                                       W_NextWeapon (0);
+                                       W_NextWeapon(0);
                                        break;
                                case 11:
                                        W_LastWeapon();
                                        break;
                                case 12:
-                                       W_PreviousWeapon (0);
+                                       W_PreviousWeapon(0);
                                        break;
                                case 13:
-                                       W_SwitchWeapon (w_getbestweapon(self));
+                                       W_SwitchWeapon(w_getbestweapon(self));
                                        break;
                                case 14:
                                        W_NextWeaponOnImpulse(0);
                                        break;
                                case 15:
-                                       W_NextWeapon (2);
+                                       W_NextWeapon(2);
                                        break;
                                case 16:
-                                       W_PreviousWeapon (2);
+                                       W_PreviousWeapon(2);
                                        break;
                                case 17:
                                        W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
                                        break;
                                case 18:
-                                       W_NextWeapon (1);
+                                       W_NextWeapon(1);
                                        break;
                                case 19:
-                                       W_PreviousWeapon (1);
+                                       W_PreviousWeapon(1);
                                        break;
                                case 20:
-                                       W_TriggerReload ();
+                                       if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); }
                                        break;
                        }
                }