thiswep.wr_reload(thiswep, actor, weaponentity);
}
- if(fire & 1)
+ else if(fire & 1)
{
if(actor.(weaponentity).crylink_waitrelease != 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
}
}
- if((fire & 2) && autocvar_g_balance_crylink_secondary)
+ else if((fire & 2) && autocvar_g_balance_crylink_secondary)
{
if(actor.(weaponentity).crylink_waitrelease != 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
#ifdef CSQC
METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);