if (PHYS_FROZEN(this))
return true; // no jumping in freezetag when frozen
+ if(PHYS_INPUT_BUTTON_CHAT(this) || PHYS_INPUT_BUTTON_MINIGAME(this))
+ return true; // no jumping while typing
+
#ifdef SVQC
if (this.player_blocked)
return true; // no jumping while blocked
void PM_check_blocked(entity this)
{
+ if(PHYS_INPUT_BUTTON_CHAT(this) || PHYS_INPUT_BUTTON_MINIGAME(this))
+ PHYS_CS(this).movement = '0 0 0';
#ifdef SVQC
if (!this.player_blocked)
return;
store.ping_movementloss = this.ping_movementloss;
store.v_angle = this.v_angle;
- store.movement = (typing) ? '0 0 0' : this.movement;
+ store.movement = this.movement;
}
NET_HANDLE(fpsreport, bool)