if ( client_hasweapon(self, w, TRUE, FALSE) )
{
if (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
+ if not (weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) // we are out of ammo, so it's an emergency to switch to anything else
continue;
if ( self.weapon == w && combo)
continue;
if ( client_hasweapon(self, w, TRUE, FALSE) )
{
if (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
+ if not (weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) // we are out of ammo, so it's an emergency to switch to anything else
continue;
if ( self.weapon == w && combo)
continue;
if ( client_hasweapon(self, w, TRUE, FALSE) )
{
if (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
+ if not (weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) // we are out of ammo, so it's an emergency to switch to anything else
continue;
if ( self.weapon == w && combo)
continue;