{
entity player = M_ARGV(0, entity);
- if (autocvar_g_nades_onspawn)
- {
- if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
- player.nade_refire = time + autocvar_g_spawnshieldtime;
- }
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
+ player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
else
- player.nade_refire = time + autocvar_g_nades_nade_refire;
+ player.nade_refire = time;
+
+ if (!autocvar_g_nades_onspawn)
+ player.nade_refire += autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;