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Allow using blaster secondary during round start delay in Overkill as long as it...
author
terencehill <piuntn@gmail.com>
Sun, 25 Sep 2016 16:14:18 +0000
(18:14 +0200)
committer
terencehill <piuntn@gmail.com>
Sun, 25 Sep 2016 16:21:55 +0000
(18:21 +0200)
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
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diff --git
a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
index c29814eb16698c5cc8caf857ef8dfa51cfa7a285..0dcdc5b76f038855b288b8e5f28668915215dea5 100644
(file)
--- a/
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
+++ b/
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
@@
-197,7
+197,8
@@
MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
if(PHYS_INPUT_BUTTON_ATCK2(player))
- if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
+ if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
+ || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
if(time >= player.jump_interval)
{
player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);