}
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
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
w_ready();
}
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
+
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+
weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
self.old_clip_load = self.clip_load;