From 4d6e6da03f2c4a0e13a5b680ae31ad8867a0f37f Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Fri, 11 Feb 2011 22:22:59 +0200 Subject: [PATCH] Improve a comment --- qcsrc/server/cl_weaponsystem.qc | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 85ab74396..42128129e 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1689,8 +1689,8 @@ void W_ReloadEnd() self.weapon_load[self.weapon] = self.clip_load; // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, - // then quickly switch to another weapon and back to it. Reloading is canceled, but the 2 second reload time is still there, - // so your weapon is delayed for 2 seconds without reason + // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, + // so your weapon is disabled for a few seconds without reason //ATTACK_FINISHED(self) -= self.reload_time - 1; @@ -1709,8 +1709,8 @@ void W_ReloadStart() sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, - // then quickly switch to another weapon and back to it. Reloading is canceled, but the 2 second reload time is still there, - // so your weapon is delayed for 2 seconds without reason + // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, + // so your weapon is disabled for a few seconds without reason //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1; -- 2.39.2