if(time < self.weapon_delay)\r
return;\r
\r
- W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
+ W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1);\r
W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
\r
W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
}\r
\r
- if (!g_norecoil)\r
- self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");\r
-\r
W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
}\r
\r
if (time > self.grabber_refire)\r
if (weapon_prepareattack(0, -1))\r
{\r
- if (!g_norecoil)\r
- self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");\r
+ W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil\r
W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
self.grabber_state |= GRABBER_FIRING;\r
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r