From: Mircea Kitsune Date: Sat, 22 Jan 2011 23:53:54 +0000 (+0200) Subject: Don't look at WR_SWITCHABLE Where we check ammo for firing. Everything is now as... X-Git-Tag: xonotic-v0.5.0~309^2~7^2~93 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=5c0c9a6eec786400c803aa5651d7f8872f350f11;p=xonotic%2Fxonotic-data.pk3dir.git Don't look at WR_SWITCHABLE Where we check ammo for firing. Everything is now as it should be :) --- diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index a6841d2d7..5f8d8b053 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1052,11 +1052,6 @@ float weapon_prepareattack_checkammo(float secondary) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary)) { - // always allow reloadable weapons, even if we're out of ammo, since the weapon itself - // could still be loaded. The reload code takes care of the rest - if(weapon_action(self.weapon, WR_SWITCHABLE)) - return FALSE; - // always keep the Mine Layer if we placed mines, so that we can detonate them local entity mine; if(self.weapon == WEP_MINE_LAYER)