PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
}
}
- else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
+ else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
{
//makevectors(self.v_angle_y * '0 1 0');
makevectors(self.v_angle);
else if (self.flags & FL_ONGROUND)
{
// we get here if we ran out of ammo
- if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
+ if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
sprint(self, "You don't have any fuel for the ^2Jetpack\n");
// walking
{
float wishspeed0;
// we get here if we ran out of ammo
- if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
+ if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
sprint(self, "You don't have any fuel for the ^2Jetpack\n");
if(maxspd_mod < 1)