WEP_CVAR_SEC(okvortex, lifetime)
);
actor.(weaponentity).m_weapon = oldwep;
+ if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+ (actor.(weaponentity).wframe == WFRAME_FIRE2))
+ {
+ // Set secondary fire animation.
+ vector a = '0 0 0';
+ actor.(weaponentity).wframe = WFRAME_FIRE2;
+ a = actor.(weaponentity).anim_fire2;
+ a.z *= g_weaponratefactor;
+ FOREACH_CLIENT(true, LAMBDA(
+ if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+ {
+ wframe_send(it, actor.(weaponentity), a, true);
+ }
+ ));
+ animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+ }
}
if (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okvortex, ammo))