if((arena_roundbased && time < warmup) || (time < game_starttime))
return;
+ if(self.freezetag_frozen)
+ return;
+
makevectors(self.v_angle);
s = self.cvar_cl_gunalign;
//missile.glow_size = 120;
missile.touch = GrapplingHookTouch;
missile.think = GrapplingHookThink;
- missile.nextthink = time + 0.1;
+ missile.nextthink = time;
missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;