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)
+ if(!weapon_prepareattack_check(thiswep, actor, weaponentity, true, -1))
return;
bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
+ if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
{
w_ready(thiswep, actor, weaponentity, fire);
return;