if (timeout_status == TIMEOUT_ACTIVE) return; // don't allow any impulses while the game is paused
- // allow only weapon change impulses when not in round time
if (round_handler_IsActive() && !round_handler_IsRoundStarted())
{
+ // impulses forbidden while waiting for the start of a round
#define X(id) case IMP_##id.impulse:
switch (imp)
{
- X(weapon_group_0)
- X(weapon_group_1)
- X(weapon_group_2)
- X(weapon_group_3)
- X(weapon_group_4)
- X(weapon_group_5)
- X(weapon_group_6)
- X(weapon_group_7)
- X(weapon_group_8)
- X(weapon_group_9)
- X(weapon_next_byid)
- X(weapon_prev_byid)
- X(weapon_next_bygroup)
- X(weapon_prev_bygroup)
- X(weapon_next_bypriority)
- X(weapon_prev_bypriority)
- X(weapon_last)
- X(weapon_best)
+ X(weapon_drop)
X(weapon_reload)
- X(weapon_priority_0_prev)
- X(weapon_priority_1_prev)
- X(weapon_priority_2_prev)
- X(weapon_priority_3_prev)
- X(weapon_priority_4_prev)
- X(weapon_priority_5_prev)
- X(weapon_priority_6_prev)
- X(weapon_priority_7_prev)
- X(weapon_priority_8_prev)
- X(weapon_priority_9_prev)
- X(weapon_priority_0_next)
- X(weapon_priority_1_next)
- X(weapon_priority_2_next)
- X(weapon_priority_3_next)
- X(weapon_priority_4_next)
- X(weapon_priority_5_next)
- X(weapon_priority_6_next)
- X(weapon_priority_7_next)
- X(weapon_priority_8_next)
- X(weapon_priority_9_next)
- X(weapon_priority_0_best)
- X(weapon_priority_1_best)
- X(weapon_priority_2_best)
- X(weapon_priority_3_best)
- X(weapon_priority_4_best)
- X(weapon_priority_5_best)
- X(weapon_priority_6_best)
- X(weapon_priority_7_best)
- X(weapon_priority_8_best)
- X(weapon_priority_9_best)
- X(weapon_byid_0)
- X(weapon_byid_1)
- X(weapon_byid_2)
- X(weapon_byid_3)
- X(weapon_byid_4)
- X(weapon_byid_5)
- X(weapon_byid_6)
- X(weapon_byid_7)
- X(weapon_byid_8)
- X(weapon_byid_9)
- X(weapon_byid_10)
- X(weapon_byid_11)
- X(weapon_byid_12)
- X(weapon_byid_13)
- X(weapon_byid_14)
- X(weapon_byid_15)
- X(weapon_byid_16)
- X(weapon_byid_17)
- X(weapon_byid_18)
- X(weapon_byid_19)
- X(weapon_byid_20)
- X(weapon_byid_21)
- X(weapon_byid_22)
- X(weapon_byid_23)
- break;
- default: return;
+ X(use)
+ return;
}
#undef X
}