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Oct 18th, 2017
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  1.  
  2. Action RunCmdOnPlayerRunCmd( int iPlayer, int &iBitsButtons, bool bAlive )
  3. {
  4. if( iBitsButtons & ( IN_ATTACK | IN_ATTACK2 ) )
  5. {
  6. g_iLastButtons[ iPlayer ] = iBitsButtons;
  7.  
  8. if( iBitsButtons & IN_ATTACK )
  9. return ACTION_CONTINUE;
  10.  
  11. if( g_bZombie[ iPlayer ] || g_bSurvivor[ iPlayer ] )
  12. return ACTION_CONTINUE;
  13.  
  14. int iActiveWeapon = GetEntPropEnt( iPlayer, Prop_Send, "m_hActiveWeapon" );
  15.  
  16. if( iActiveWeapon == -1 )
  17. return ACTION_CONTINUE;
  18.  
  19. int iWeaponID = GetEntProp( iActiveWeapon, Prop_Send, "m_iItemDefinitionIndex" );
  20.  
  21. if( iWeaponID != WEAPON_HEGRENADE && iWeaponID != WEAPON_FLASHBANG && iWeaponID != WEAPON_SMOKEGRENADE )
  22. return ACTION_CONTINUE;
  23.  
  24. iBitsButtons &= ~IN_ATTACK2;
  25. iBitsButtons |= IN_ATTACK;
  26.  
  27. return ACTION_CHANGED;
  28. }
  29.  
  30. return ACTION_CONTINUE;
  31. }
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