Commit a6d6b869 authored by terencehill's avatar terencehill

If a round hasn't started yet forbid primary and secondary fire, allow switching to another weapon

parent 3e37de9d
......@@ -119,7 +119,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
return;
if(PHYS_INPUT_BUTTON_ATCK2(player))
if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is reloading
|| (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
if(time >= player.jump_interval)
{
......
......@@ -315,7 +315,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
{
// loadable hagar secondary attack, must always run each frame
if(round_handler_IsActive() && !round_handler_IsRoundStarted())
return;
if(time < game_starttime)
return;
......
......@@ -418,7 +418,6 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
bool forbidWeaponUse(entity player)
{
if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
if (player.player_blocked) return true;
if (gameover) return true;
if (STAT(FROZEN, player)) return true;
......@@ -438,13 +437,18 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
if (round_handler_IsActive() && !round_handler_IsRoundStarted())
button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
if (forbidWeaponUse(actor))
{
if (this.state != WS_CLEAR)
{
Weapon wpn = this.m_weapon;
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
return;
}
}
......@@ -549,6 +553,9 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
bool block_weapon = false;
{
bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
if (round_handler_IsActive() && !round_handler_IsRoundStarted())
key_pressed = false;
Weapon off = actor.offhand;
if (off && !(actor.weapons & WEPSET(HOOK)))
{
......@@ -560,7 +567,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
block_weapon = (this.m_weapon == h && (button_atck || key_pressed));
h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
}
}
......@@ -575,7 +582,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
TC(Weapon, e);
if (w != WEP_Null)
{
e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
e.wr_think(e, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else if (e)
{
......@@ -592,7 +599,7 @@ void W_WeaponFrame(Player actor, .entity weaponentity)
v_up = up;
Weapon wpn = this.m_weapon;
this.weapon_think(wpn, actor, weaponentity,
PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
button_atck | (button_atck2 << 1));
}
else
{
......
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