float bulletconstant;
local entity flash;
+ // if there's not enough ammo for this attack (but we still have the weapon), reload
+ if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo)
+ {
+ W_Shotgun_Reload();
+ return;
+ }
+
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
d = autocvar_g_balance_shotgun_primary_damage;