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)
{
if (self.weaponentity.state == WS_CLEAR)
{
- setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+ //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);