+void W_Fireball_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_fireball_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.weapon_load[WEP_FIREBALL];
+ self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Fireball_Reload()
+{
+ // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+ if(self.ammo_fuel < 1)
+ self.ammo_fuel = 0;
+
+ self.reload_ammo_player = ammo_fuel;
+ self.reload_ammo_min = min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo);
+ self.reload_ammo_amount = autocvar_g_balance_fireball_reload_ammo;
+ self.reload_time = autocvar_g_balance_fireball_reload_time;
+ self.reload_sound = "weapons/reload.wav";
+
+ W_Reload();
+}
+