local entity flash;
if(self.ammo_counter <= 0)
- {
- W_Shotgun_Reload();
return; // reloading, so we are done
- }
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
else if (req == WR_THINK)
{
if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
- self.wish_reload = 1;
+ W_Shotgun_Reload();
else
{
if (self.BUTTON_ATCK)
{
float r, sw, af;
if(self.ammo_counter <= 0)
- {
- W_SniperRifle_Reload();
return; // reloading, so we are done
- }
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
af = ATTACK_FINISHED(self);
self.switchweapon = self.weapon;
{
W_SniperRifle_SetAmmoCounter();
if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
- self.wish_reload = 1;
+ W_SniperRifle_Reload();
else
{
self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
if (autocvar_g_balance_sniperrifle_secondary)
{
if(autocvar_g_balance_sniperrifle_secondary_reload)
- self.wish_reload = 1;
+ W_SniperRifle_Reload();
else
{
if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
else if (req == WR_RELOAD)
{
- self.wish_reload = 1;
+ W_SniperRifle_Reload();
}
else if (req == WR_RESETPLAYER)
{