{
// loadable hagar secondary attack, must always run each frame
- if(time < game_starttime)
+ if(time < game_starttime || PS(actor).m_switchweapon != WEP_HAGAR)
return;
bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
+ if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock || PS(actor).m_switchweapon != WEP_HAGAR)
{
w_ready(thiswep, actor, weaponentity, fire);
return;