return false;
}
}
- else if(!forbidWeaponUse(this))
+ else if(!forbidWeaponUse(this) && CS(this).cvar_cl_weapon_switch_reload)
{
entity actor = this;
w.wr_reload(w, actor, weaponentity);
void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
{
- if(!W_SwitchWeapon(this, w, weaponentity))
+ if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse)
W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
}