if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+ bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+ bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+ int act = (primary_melee || secondary_melee)
? ANIMACTION_MELEE
: ANIMACTION_SHOOT
;
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 (STAT(FROZEN, player)) return true;
if (player.weapon_blocked) return true;
return false;