float bulletconstant;
local entity flash;
- // if there's not enough ammo for this attack (but we still have the weapon), reload
- if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo)
- {
- W_Shotgun_Reload();
- return;
- }
-
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
d = autocvar_g_balance_shotgun_primary_damage;