// weapon switching impulses
if(self.deadflag == DEAD_NO)
W_NextWeaponOnImpulse(imp);
- //else
+ //else // don't retry, as this can break weaplast bind
// self.impulse = imp; // retry in next frame
}
else if(imp >= 10 && imp <= 20)
break;
}
}
- //else
+ //else // don't retry, as this can break weaplast bind
//self.impulse = imp; // retry in next frame
}
else if(imp == 21)
m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
}
- //else
+ //else // don't retry, as this can break weaplast bind
//self.impulse = imp; // retry in next frame
}
else if(imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
if(!self.vehicle)
if(self.deadflag == DEAD_NO)
W_SwitchWeapon (imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
- //else
+ //else // don't retry, as this can break weaplast bind
//self.impulse = imp; // retry in next frame
}
// deploy waypoints