//--------------------------------------------------------- //Controller input (secondary fire) bool CWeapon::OnActionAttackSecondary(EntityId actorId, const ActionId& actionId, int activationMode, float value) { CActor *pOwner = GetOwnerActor(); // Iron sight disabled if (pOwner && !pOwner->CanUseIronSights()) { activationMode = eAAM_OnRelease; } OnActionZoom(actorId, actionId, activationMode, value); return true; }