if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
{
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.weapon_load[it.m_id] < it.reloading_ammo))
+ if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
this.(weaponentity).m_switchweapon = it;
));
}
return false;
// if this weapon is scheduled for reloading, don't switch to it during combat
- if (this.weapon_load[new_weapon] < 0)
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if (this.(weaponentity).weapon_load[new_weapon] < 0)
{
bool other_weapon_available = false;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
FOREACH(Weapons, it != WEP_Null, LAMBDA(
if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
other_weapon_available = true;