{
// do nothing
}
- else if(g_freezetag && self.freezetag_frozen == 1)
+ else if(self.freezetag_frozen)
{
// do nothing
}
*/
void PlayerJump (void)
{
- if(g_freezetag && self.freezetag_frozen)
+ if(self.freezetag_frozen)
return; // no jumping in freezetag when frozen
float mjumpheight;
if((arena_roundbased && time < warmup) || (time < game_starttime))
return;
- if(g_freezetag && self.freezetag_frozen)
+ if(self.freezetag_frozen)
return;
makevectors(self.v_angle);
remove(self);
return;
}
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
+ if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
{
if(self == self.owner.lgbeam)
self.owner.lgbeam = world;