if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
- if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(this.realowner.items & IT_UNLIMITED_AMMO))
{
this.realowner.cnt = thiswep.m_id;
ATTACK_FINISHED(this.realowner, weaponentity) = time;
bool handled_as_rocketjump = false;
entity head = NULL;
+ bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+ MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+ allow_rocketjump = M_ARGV(0, bool);
- if(WEP_CVAR(devastator, remote_jump_radius))
+ if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
{
head = WarpZone_FindRadius(
this.origin,
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
- if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(this.realowner.items & IT_UNLIMITED_AMMO))
{
this.realowner.cnt = thiswep.m_id;
ATTACK_FINISHED(this.realowner, weaponentity) = time;
if(WEP_CVAR(devastator, detonatedelay) >= 0)
missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
else
- missile.spawnshieldtime = -1;
+ missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
missile.bot_dodge = true;