From: MirceaKitsune Date: Wed, 13 Jul 2011 22:30:23 +0000 (+0300) Subject: Only spawn casings when we first begin reloading. Makes more sense, and also fixes... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=5cff78c78d14544ab88bc98c1f2b687596050c28;p=voretournament%2Fvoretournament.git Only spawn casings when we first begin reloading. Makes more sense, and also fixes a bug with spawning two castings when getting a grabber after not having one and reloading it. --- diff --git a/data/qcsrc/server/cl_weaponsystem.qc b/data/qcsrc/server/cl_weaponsystem.qc index 4a8ceaff..a7bfd3b7 100644 --- a/data/qcsrc/server/cl_weaponsystem.qc +++ b/data/qcsrc/server/cl_weaponsystem.qc @@ -1694,7 +1694,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process // weapon reload effects - if(self.weapon == WEP_GRABBER) + if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading { vector org; org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;