+void W_Laser_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_laser_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.laser_load;
+ self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Laser_ReloadedAndReady()
+{
+ float t;
+
+ self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
+ self.laser_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Laser_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_laser_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(1, 0))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
+
+ self.clip_load = -1;
+}
+