if(weaponslot(weaponentity) == 0)
actor.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
- if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo))) { // forced reload
+ if(autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{