{
// forced reload - wait until the bulletcounter is 0 so a burst loop can finish
if(WEP_CVAR(machinegun, reload_ammo)
- && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
- && actor.(weaponentity).misc_bulletcounter >= 0)
+ && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
+ && actor.(weaponentity).misc_bulletcounter >= 0)
{
thiswep.wr_reload(thiswep, actor, weaponentity);
}