for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
w = bot_weapons_far[i];
if ( client_hasweapon(self, w, TRUE, FALSE) )
- if not (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
{
+ if (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
+ continue;
if ( self.weapon == w && combo)
continue;
self.switchweapon = w;
for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
w = bot_weapons_mid[i];
if ( client_hasweapon(self, w, TRUE, FALSE) )
- if not (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
{
+ if (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
+ continue;
if ( self.weapon == w && combo)
continue;
self.switchweapon = w;
for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
w = bot_weapons_close[i];
if ( client_hasweapon(self, w, TRUE, FALSE) )
- if not (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
{
+ if (self.weapon_load[w] < 0) // this weapon is scheduled for reloading, don't switch to it during combat
+ continue;
if ( self.weapon == w && combo)
continue;
self.switchweapon = w;