{
entity wepent = viewmodels[slot];
if(wepent.switchweapon == wepent.activeweapon)
- if(((wepent.activeweapon == WEP_VORTEX || wepent.activeweapon == WEP_OVERKILL_VORTEX) && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
}
}