void W_Nex_Reload()
{
- self.reload_ammo_player = ammo_cells;
- self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
- self.reload_time = autocvar_g_balance_nex_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
+ W_Reload(ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
}
void SendCSQCNexBeamParticle(float charge) {