weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
- if (!self.crylink_waitrelease)
+ if (self.crylink_waitrelease != 1)
if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
{
W_Crylink_Attack();
}
else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
- if (!self.crylink_waitrelease)
+ if (self.crylink_waitrelease != 2)
if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
{
W_Crylink_Attack2();
self.crylink_waitrelease = 2;
}
}
- else
+
+ if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
{
- if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time))
+ if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
{
// fired and released now!
if(self.crylink_lastgroup)