}
}
-bool forbidWeaponUse(entity player)
+bool weaponUseForbidden(entity player)
+{
+ if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
+ if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+ return false;
+}
+
+bool weaponLocked(entity player)
{
if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
if (player.player_blocked) return true;
if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;
- if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+ if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
return false;
}
entity this = actor.(weaponentity);
if (frametime) this.weapon_frametime = frametime;
- if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!this || GetResource(actor, RES_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())
+ if (weaponUseForbidden(actor))
button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
- if (forbidWeaponUse(actor))
+ if (weaponLocked(actor))
{
if (this.state != WS_CLEAR)
{
bool block_weapon = false;
{
bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
- if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if (weaponUseForbidden(actor))
key_pressed = false;
Weapon off = actor.offhand;
w_ent.clip_load -= ammo_use;
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
}
- else if (wep.ammo_type != RESOURCE_NONE)
+ else if (wep.ammo_type != RES_NONE)
{
- float ammo = GetResourceAmount(actor, wep.ammo_type);
+ float ammo = GetResource(actor, wep.ammo_type);
if (ammo < ammo_use)
{
backtrace(sprintf(
ammo
));
}
- SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
+ SetResource(actor, wep.ammo_type, ammo - ammo_use);
}
}
w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
+ if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE)
{
w_ent.clip_load = w_ent.reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
- float ammo = GetResourceAmount(actor, wpn.ammo_type);
+ float ammo = GetResource(actor, wpn.ammo_type);
float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
w_ent.clip_load += load;
- SetResourceAmount(actor, wpn.ammo_type, ammo - load);
+ SetResource(actor, wpn.ammo_type, ammo - load);
}
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
if (this.clip_load >= this.reload_ammo_amount) return;
// no ammo, so nothing to load
- if (e.ammo_type != RESOURCE_NONE)
+ if (e.ammo_type != RES_NONE)
{
- if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
+ if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{