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 (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+ else\r
{\r
- if(time < self.weapon_delay)\r
- return FALSE;\r
-\r
- if(!self.grabber)\r
- if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
- if not(self.grabber_state & GRABBER_FIRING)\r
- if (time > self.grabber_refire)\r
- if (weapon_prepareattack(0, -1))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
{\r
- W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
- self.grabber_state |= GRABBER_FIRING;\r
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
+ if(time < self.weapon_delay)\r
+ return FALSE;\r
+\r
+ if(!self.grabber)\r
+ if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
+ if not(self.grabber_state & GRABBER_FIRING)\r
+ if (time > self.grabber_refire)\r
+ if (weapon_prepareattack(0, -1))\r
+ {\r
+ W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
+ self.grabber_state |= GRABBER_FIRING;\r
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
+ }\r
}\r
- }\r
- else if (self.BUTTON_ATCK2)\r
- {\r
- if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ if (self.BUTTON_ATCK2)\r
{\r
- W_Grabber_Attack2();\r
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ {\r
+ W_Grabber_Attack2();\r
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ }\r
}\r
}\r
\r