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 >= 0 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
+ && self.clip_load >= 0 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // 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
}\r
else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten\r
{\r
- if(!self.stat_crosshair_style && self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
+ if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
{\r
if(time < self.weapon_delay)\r
return FALSE;\r
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
}\r
}\r
- else if (self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack\r
+ else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack\r
{\r
if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
{\r
self.grabber_state |= GRABBER_PULLING;\r
self.grabber_state &~= GRABBER_RELEASING;\r
\r
- if (self.BUTTON_ATCK)\r
+ if (self.BUTTON_ATCK2)\r
{\r
// already fired\r
if(self.grabber)\r