+
+ // if the bot is not attacking, consider reloading weapons
+ if not(self.aistatus & AI_STATUS_ATTACKING)
+ {
+ float i;
+ entity e;
+
+ // we are currently holding a weapon that's not fully loaded, reload it
+ if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
+ if(self.clip_load < self.clip_size)
+ self.impulse = 20; // "press" the reload button, not sure if this is done right
+
+ // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
+ // the code above executes next frame, starting the reloading then
+ if(skill >= 5) // bots can only look for unloaded weapons past this skill
+ if(self.clip_load >= 0) // only if we're not reloading a weapon already
+ {
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ {
+ e = get_weaponinfo(i);
+ if ((e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
+ self.switchweapon = i;
+ }
+ }
+ }