return true;
}
+MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
+{
+ if (game_stopped)
+ {
+ return;
+ }
+ entity player = M_ARGV(0, entity);
+ if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
+ {
+ return;
+ }
+ if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
+ !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
+ {
+ return;
+ }
+ // Allow secondary blaster during countdown.
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ Weapon weapon = player.(weaponentity).m_weapon;
+ if (weapon == WEP_Null && slot != 0)
+ {
+ continue;
+ }
+ weapon.wr_think(weapon, player, weaponentity, 2);
+ }
+ PHYS_INPUT_BUTTON_ATCK2(player) = false;
+}
+
MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
{
entity player = M_ARGV(0, entity);