-void W_Fireball_ReloadedAndReady()
-{
- float t;
-
- // now do the ammo transfer
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
- while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_fuel -= 1;
-
- // 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.fireball_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-