void W_ReloadEnd()
{
- float t;
-
// now do the ammo transfer
self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
}
self.weapon_load[self.weapon] = self.clip_load;
- t = ATTACK_FINISHED(self) - self.reload_time - 1;
- ATTACK_FINISHED(self) = t;
w_ready();
}
if(!W_ReloadCheck(self.(self.current_ammo), self.reload_ammo_min))
return;
- float t;
-
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
self.old_clip_load = self.clip_load;