}
METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload
{
- float ammo_amount = 0;
- if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
- ammo_amount = 1;
- if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
- ammo_amount += 1;
-
- if(!ammo_amount)
+ if(actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)))
{
thiswep.wr_reload(thiswep, actor, weaponentity);
return;