Only spawn casings when we first begin reloading. Makes more sense, and also fixes...
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 13 Jul 2011 22:30:23 +0000 (01:30 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 13 Jul 2011 22:30:23 +0000 (01:30 +0300)
data/qcsrc/server/cl_weaponsystem.qc

index 4a8ceaf..a7bfd3b 100644 (file)
@@ -1694,7 +1694,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
        // 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