if(actor.hook)
{
// if hooked, no bombs, and increase the timer
- actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
// hook also inhibits health regeneration, but only for 1 second
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
if (actor.hook)
RemoveGrapplingHook(actor);
- WITHSELF(actor, FireGrapplingHook());
+ FireGrapplingHook(actor);
actor.hook_state &= ~HOOK_FIRING;
- actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
+ actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
}
else if (actor.hook_state & HOOK_REMOVING)
{