// determine by distance if this will be primary fire or alternate fire\r
W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg\r
WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
- if(trace_fraction < 1)\r
+ if(trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook\r
self.stat_crosshair_style = 1;\r
else\r
self.stat_crosshair_style = 0;\r
}\r
else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten\r
{\r
- if(trace_fraction >= 1 && self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
+ if(!self.stat_crosshair_style && self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
{\r
if(time < self.weapon_delay)\r
return FALSE;\r