void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
{
- // if there's not enough ammo for this attack (but we still have the weapon), reload
- if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < autocvar_g_balance_sniperrifle_primary_ammo)
- {
- W_SniperRifle_Reload();
- return;
- }
-
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{