+void W_Minstanex_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_minstanex_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.minstanex_load;
+ self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Minstanex_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_cells -= 1;
+ }
+ self.minstanex_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Minstanex_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_minstanex_reload_ammo)
+ return;
+
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ {
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
+ return;
+ }
+ else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+