{
if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+
+ if (self.BUTTON_ATCK)
{
if (self.crylink_waitrelease != 1)
if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
self.crylink_waitrelease = 1;
}
}
- else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
+
+ if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
if (self.crylink_waitrelease != 2)
if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))