From 5cff78c78d14544ab88bc98c1f2b687596050c28 Mon Sep 17 00:00:00 2001
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Date: Thu, 14 Jul 2011 01:30:23 +0300
Subject: [PATCH] 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.

---
 data/qcsrc/server/cl_weaponsystem.qc | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

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;
-- 
2.39.5