RemoveGrapplingHook(self);
FireGrapplingHook();
self.hook_state &= ~HOOK_FIRING;
- self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor());
+ self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
}
else if(self.hook_state & HOOK_REMOVING)
{