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)
W_SwitchWeapon_Force(self, w_getbestweapon(self));
wb = 0;
}
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if(wb)
- {
- v_forward = fo;
- v_right = ri;
- v_up = up;
weapon_action(self.weapon, WR_THINK);
- }
+ else
+ weapon_action(self.weapon, WR_GONETHINK);
+
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
if(self.weapon_think)