Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
remove(self);
}
- else if(time >= self.cnt + meleetime || self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap) // missed or owner died, remove ent
+ else if(time >= self.cnt + meleetime || (self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
remove(self);
else // continue swinging the weapon in hope of hitting someone :)
self.nextthink = time;