entity e;
// we are currently holding a weapon that's not fully loaded, reload it
- if(skill >= 2) // bots can only reload held weapons on purpose past this skill
- if(self.clip_load < self.clip_size && self.weapon)
+ if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
+ if(self.clip_load < self.clip_size)
self.impulse = 20; // "press" the reload button, not sure if this is done right
// if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
// the code above executes next frame, starting the reloading then
if(skill >= 5) // bots can only look for unloaded weapons past this skill
if(self.clip_load >= 0) // only if we're not reloading a weapon already
- if not(self.clip_load < self.clip_size && self.weapon) // we're already holding a weapon we can reload, don't look for another
+ if not(self.clip_load < self.clip_size) // we're already holding a weapon we can reload, don't look for another
{
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{