-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();
-}
-