case 1: // normal projectile secondary
{
- if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire))
+ if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
{
W_DecreaseAmmo(ammo_none, 1, TRUE);
W_Laser_Attack(TRUE);
case 2: // melee attack secondary
{
- if (self.clip_load >= 0) // we are not currently reloading
if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
if (weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Laser_Melee);
+ W_Laser_Melee();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_secondary_animtime, w_ready);
}
}
}