W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
}\r
\r
+ if (!g_norecoil)\r
+ self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");\r
+\r
W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
}\r
\r
if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
weapon_action(self.weapon, WR_RELOAD);\r
}\r
- else if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+ else if not(self.clip_load < 0) // we're currently reloading\r
{\r
- if(time < self.weapon_delay)\r
- return FALSE;\r
-\r
- if(!self.grabber)\r
- if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
- if not(self.grabber_state & GRABBER_FIRING)\r
- if (time > self.grabber_refire)\r
- if (weapon_prepareattack(0, -1))\r
+ if (self.BUTTON_ATCK)\r
{\r
- W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
- self.grabber_state |= GRABBER_FIRING;\r
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
+ if(time < self.weapon_delay)\r
+ return FALSE;\r
+\r
+ if(!self.grabber)\r
+ if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
+ if not(self.grabber_state & GRABBER_FIRING)\r
+ if (time > self.grabber_refire)\r
+ if (weapon_prepareattack(0, -1))\r
+ {\r
+ if (!g_norecoil)\r
+ self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");\r
+ W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
+ self.grabber_state |= GRABBER_FIRING;\r
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
+ }\r
}\r
- }\r
- else if (self.BUTTON_ATCK2)\r
- {\r
- if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ if (self.BUTTON_ATCK2)\r
{\r
- W_Grabber_Attack2();\r
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ {\r
+ W_Grabber_Attack2();\r
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ }\r
}\r
}\r
\r
if (self.BUTTON_CROUCH)\r
{\r
self.grabber_state &~= GRABBER_PULLING;\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+ if (self.BUTTON_ATCK)\r
self.grabber_state &~= GRABBER_RELEASING;\r
else\r
self.grabber_state |= GRABBER_RELEASING;\r
self.grabber_state |= GRABBER_PULLING;\r
self.grabber_state &~= GRABBER_RELEASING;\r
\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+ if (self.BUTTON_ATCK)\r
{\r
// already fired\r
if(self.grabber)\r
{\r
precache_model ("models/weapons/g_grabber.md3");\r
precache_model ("models/weapons/v_grabber.md3");\r
- precache_model ("models/weapons/h_grabber.dpm");\r
+ precache_model ("models/weapons/h_grabber.iqm");\r
precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
precache_sound ("weapons/grabber_fire.wav");\r
precache_sound ("weapons/grabber_altfire.wav");\r