for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo")))) // WEAPONTODO
+ if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
self.switchweapon = i;
}
}
vector dst_ahead, dst_down;
makevectors(self.v_angle_y * '0 1 0');
dst_ahead = self.origin + self.view_ofs + (self.velocity * 0.4) + (v_forward * 32 * 3);
- dst_down = dst_ahead + '0 0 -1500';
+ dst_down = dst_ahead - '0 0 1500';
// Look ahead
- traceline(self.origin + self.view_ofs , dst_ahead, TRUE, world);
+ traceline(self.origin + self.view_ofs, dst_ahead, TRUE, world);
// Check head-banging against walls
if(vlen(self.origin + self.view_ofs - trace_endpos) < 25 && !(self.aistatus & AI_STATUS_OUT_WATER))