void CL_Weaponentity_Think(entity this)
{
this.nextthink = time;
- if (gameover) this.frame = this.anim_idle.x;
+ if (game_stopped) this.frame = this.anim_idle.x;
.entity weaponentity = this.weaponentity_fld;
if (this.owner.(weaponentity) != this)
{
if (this)
{
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
wframe_send(it, this, a, restartanim);
- ));
+ });
}
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
bool forbidWeaponUse(entity player)
{
if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
- if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
if (player.player_blocked) return true;
- if (gameover) return true;
+ if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;
- if (player.weapon_blocked) return true;
if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
return false;
}
if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
+ int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
+
+ if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
if (forbidWeaponUse(actor))
{
if (this.state != WS_CLEAR)
{
Weapon wpn = this.m_weapon;
- w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
+ return;
+ }
+ }
+
+ if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
+ {
+ .entity wepe1 = weaponentities[0];
+ entity wep1 = actor.(wepe1);
+ this.m_switchweapon = wep1.m_switchweapon;
+ entity store = IS_PLAYER(actor) ? PS(actor) : actor;
+ if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
+ {
+ this.m_weapon = WEP_Null;
+ this.m_switchingweapon = WEP_Null;
+ this.m_switchweapon = WEP_Null;
+ this.state = WS_CLEAR;
+ this.weaponname = "";
return;
}
}
this.clip_load = this.clip_size = 0;
}
- weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, newwep.switchdelay_raise, w_ready);
break;
}
case WS_DROP:
bool block_weapon = false;
{
bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
+ if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ key_pressed = false;
+
Weapon off = actor.offhand;
if (off && !(actor.weapons & WEPSET(HOOK)))
{
W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
- block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+ block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
TC(Weapon, e);
if (w != WEP_Null)
{
- e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else if (e)
{
v_up = up;
Weapon wpn = this.m_weapon;
this.weapon_think(wpn, actor, weaponentity,
- PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ button_atck | (button_atck2 << 1));
}
else
{