\r
float w_grabber(float req)\r
{\r
- if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
+ if(self.stat_eaten) // we can't use weapons while in the stomach\r
{\r
self.grabber_state |= GRABBER_REMOVING;\r
return FALSE;\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 not(self.clip_load < 0) // we're currently reloading\r
+ else if not(self.clip_load < 0) // we're not currently reloading\r
{\r
- if (self.BUTTON_ATCK)\r
+ if (self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1))\r
{\r
if(time < self.weapon_delay)\r
return FALSE;\r
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
}\r
}\r
- if (self.BUTTON_ATCK2)\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_FIRE1, cvar("g_balance_grabber_secondary_animtime"), w_ready);\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
}\r
}\r