float bulletconstant;
local entity flash;
- if(self.ammo_counter <= 0)
+ if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0)
return; // reloading, so we are done
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
else if (req == WR_THINK)
{
- if(self.ammo_counter <= 0) // forced reload
+ if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload
W_Shotgun_Reload();
else
{
void W_SniperRifle_BulletHail_Continue()
{
float r, sw, af;
- if(self.ammo_counter <= 0)
+
+ if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0)
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;
else if (req == WR_THINK)
{
W_SniperRifle_SetAmmoCounter();
- if(self.ammo_counter <= 0) // forced reload
+ if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0) // forced reload
W_SniperRifle_Reload();
else
{