if(self.ok_lastwep == WEP_RPC.m_id)
newwep = WEP_VORTEX;
PS(self).m_switchweapon = newwep;
- LOG_INFO("Overkill PlayerPreThink weapon setting at time ", ftos(time), "\n");
self.ok_lastwep = 0;
}
else
self.ok_use_ammocharge = 0;
+ // if player changed their weapon while dead, don't switch to their death weapon
+ if(self.impulse)
+ self.ok_lastwep = 0;
+
self.ok_pauseregen_finished = time + 2;
return false;
this.impulse = IMP_weapon_group_##slot.impulse; \
return; \
} \
- LOG_INFO("PlayerPostThink impulse setting at time ", ftos(time), "\n"); \
W_NextWeaponOnImpulse(slot); \
}
X(1)
noref int prev = -1; \
noref int best = 0; \
noref int next = +1; \
- LOG_INFO("Setting weapon by cycle\n"); \
W_CycleWeapon(this.cvar_cl_weaponpriorities[slot], dir); \
}
X(0, prev)
this.impulse = IMP_weapon_byid_##i.impulse; \
return; \
} \
- LOG_INFO("Setting weapon by ID\n"); \
W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \
}
X(0)
this.impulse = IMP_weapon_next_byid.impulse;
return;
}
- LOG_INFO("Setting next by ID\n");
W_NextWeapon(0);
}
this.impulse = IMP_weapon_prev_byid.impulse;
return;
}
- LOG_INFO("Setting prev by ID\n");
W_PreviousWeapon(0);
}
this.impulse = IMP_weapon_next_bygroup.impulse;
return;
}
- LOG_INFO("Setting next by group\n");
W_NextWeapon(1);
}
this.impulse = IMP_weapon_prev_bygroup.impulse;
return;
}
- LOG_INFO("Setting prev by group\n");
W_PreviousWeapon(1);
}
this.impulse = IMP_weapon_next_bypriority.impulse;
return;
}
- LOG_INFO("Setting next by priority\n");
W_NextWeapon(2);
}
this.impulse = IMP_weapon_prev_bypriority.impulse;
return;
}
- LOG_INFO("Setting prev by priority\n");
W_PreviousWeapon(2);
}