if (self.BUTTON_ATCK)
{
if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
precache_model ("models/weapons/v_hlac.md3");
precache_model ("models/weapons/h_hlac.iqm");
precache_sound ("weapons/lasergun_fire.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
}
else if (req == WR_RELOAD)
{
- W_Reload(ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
+ W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
}
return TRUE;
};