void W_Fireball_Attack1_Frame0()
{
+ // if there's not enough ammo for this attack (but we still have the weapon), reload
+ if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < autocvar_g_balance_fireball_primary_ammo)
+ {
+ W_Fireball_Reload();
+ return;
+ }
+
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
vector f_diff;
float c;
+ // if there's not enough ammo for this attack (but we still have the weapon), reload
+ if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < autocvar_g_balance_fireball_secondary_ammo)
+ {
+ W_Fireball_Reload();
+ return;
+ }
+
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{