self.misc_bulletcounter = self.misc_bulletcounter + 1;
if (self.misc_bulletcounter == 0)
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire2, w_ready);
+ {
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+ }
else
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);