}\r
else if (req == WR_THINK)\r
{\r
- if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))) // forced reload\r
+ grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+ // forced reload\r
+ if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
+ && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
{\r
if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
weapon_action(self.weapon, WR_RELOAD);\r
if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
self.grabber_state |= GRABBER_REMOVING;\r
}\r
- \r
- grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+\r
if (grabbered_fuel > 0)\r
{\r
if ( time > self.grabber_time_fueldecrease )\r