if(!autocvar_g_balance_crylink_reload_ammo)
return;
- if(!W_ReloadCheck(self.ammo_cells))
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)))
return;
float t;
vector forward, right, up;
float maxdmg;
+ // if there's not enough ammo for this attack (but we still have the weapon), reload
+ if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < autocvar_g_balance_crylink_primary_ammo)
+ {
+ W_Crylink_Reload();
+ return;
+ }
+
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
local entity proj, prevproj, firstproj;
float maxdmg;
+ // if there's not enough ammo for this attack (but we still have the weapon), reload
+ if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < autocvar_g_balance_crylink_secondary_ammo)
+ {
+ W_Crylink_Reload();
+ return;
+ }
+
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{