+ bool have_hook = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook && this.(weaponentity).hook.state)
+ {
+ have_hook = true;
+ break;
+ }
+ }
+ if(!have_hook)