+ 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
+ if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2))\r
+ {\r
+ if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ {\r
+ W_Grabber_Attack2();\r
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
+ }\r