}
if(self.clip_load >= 0) // we are not currently reloading
if(!self.crouch) // no crouchmelee please
- if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
+ if(WEP_CVAR(shotgun, secondary))
+ if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
return FALSE;
+ if(self.weapon == WEP_SHOTGUN)
+ if(!secondary && WEP_CVAR(shotgun, secondary))
+ return FALSE; // no clicking, just allow
+
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);