Very minor bug, since it's impossible to have 2 hookshots at the same time without wtf mode or Refresher Orb/Shard.

If you cast Hookshot while a previous hook is already flying, they interact badly with each other.

1. If you cast Hookshot a second time before the first hook reached full length, the second hook starts retracting as soon as the first hook does, while the first hook freezes at max range, staying there for some time.
2. If you cast Hookshot a second time while the first hook started to retract, the second hook starts retracting as soon as the first hook finishes retracting. Also, the second hook stays on Clockwerk's hand for some time before it disappears.
3. If you launch multiple hooks, any of them can latch on a unit, but as soon as one latches, all other hooks fly to that unit, too, and get visually stuck on it for some time.


The most logical behavior would be to make Hookshot not castable until the currently flying hook fully retracted, since there really isn't any other expected behavior here. It's not like Meat Hook which pulls latched targets towards the caster, it's doing the opposite, pulling the caster towards latched targets. So it either shouldn't be castable until the previous cast finishes, or it should rip Clockwerk apart.