self.weapon_load[self.weapon] = self.clip_load;
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
- // then quickly switch to another weapon and back to it. Reloading is canceled, but the 2 second reload time is still there,
- // so your weapon is delayed for 2 seconds without reason
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
//ATTACK_FINISHED(self) -= self.reload_time - 1;
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
- // then quickly switch to another weapon and back to it. Reloading is canceled, but the 2 second reload time is still there,
- // so your weapon is delayed for 2 seconds without reason
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
//ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;