+\r
+ // set our clip load to the load of the weapon we switched to, if it's reloadable\r
+ entity e;\r
+ e = get_weaponinfo(self.switchweapon);\r
+ if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
+ {\r
+ self.clip_load = self.weapon_load[self.switchweapon];\r
+ self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ }\r
+ else\r
+ self.clip_load = self.clip_size = 0;\r
+\r