// now begin the reloading process\r
\r
// weapon reload effects\r
- if(self.weapon == WEP_GRABBER)\r
+ if(self.weapon == WEP_GRABBER && self.clip_load >= 0) // only when we first begin reloading\r
{\r
vector org;\r
org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;\r