.vector fireball_impactvec;
.float fireball_primarytime;
-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
else if (req == WR_SETUP)
{
weapon_setup(WEP_FIREBALL);
- W_Fireball_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
{