- return TRUE;\r
-}\r
-\r
-void W_ReloadedAndReady()\r
-{\r
- // finish the reloading process, and do the ammo transfer\r
-\r
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
-\r
- // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
- if(!self.reload_ammo_min)\r
- self.clip_load = self.reload_ammo_amount;\r
- else\r
- {\r
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have\r
- {\r
- self.clip_load += 1;\r
- self.(self.current_ammo) -= 1;\r
- }\r
- }\r
- self.weapon_load[self.weapon] = self.clip_load;\r
-\r
- // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
- // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
- // so your weapon is disabled for a few seconds without reason\r
-\r
- //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
-\r
- w_ready();\r
-}\r
-\r
-void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
-{\r
- // set global values to work with\r
- self.reload_ammo_min = sent_ammo_min;\r
- self.reload_ammo_amount = sent_ammo_amount;\r
- self.reload_time = sent_time;\r
- self.reload_sound = sent_sound;\r
-\r
- if(!W_ReloadCheck())\r
- return;\r
-\r