// // if I have no hook or it's not pulling yet, make sure I'm not flying!
// if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
+void _GrapplingHookFrame();
void GrapplingHookFrame()
{SELFPARAM();
if(g_grappling_hook && timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK.m_id && !self.vehicle)
}
self.hook_switchweapon = self.BUTTON_HOOK;
- if(!g_grappling_hook && self.weapon != WEP_HOOK.m_id)
+ if(!g_grappling_hook && self.weapon != WEP_HOOK.m_id && self.offhand != OFFHAND_HOOK)
{
self.hook_state &= ~HOOK_FIRING;
self.hook_state |= HOOK_REMOVING;
}
+ _GrapplingHookFrame();
+}
+void _GrapplingHookFrame()
+{
if (self.hook_state & HOOK_FIRING)
{
if (self.hook)