if(self.BUTTON_ATCK)
{
- if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ Weapon w = get_weaponinfo(self.weapon);
+ if(!w.wr_checkammo1(w))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
}
METHOD(HLAC, wr_think, bool(entity thiswep, bool fire1, bool fire2))
{
- if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
- _WEP_ACTION(self.weapon, WR_RELOAD);
- else if(fire1)
+ if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_reload(w);
+ } else if(fire1)
{
if(weapon_prepareattack(false, WEP_CVAR_PRI(hlac, refire)))
{