METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ // force reload weapon when clip is empty or insufficent
+ if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo))
{
- // don't force reload an empty shotgun if its melee attack is active
- if(WEP_CVAR(shotgun, secondary) < 2) {
+ if(actor.(weaponentity).clip_load >= 0 && GetResource(actor, thiswep.ammo_type) > 0)
+ {
thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
}
}
else