void W_Laser_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_laser_reload_count)
+ if(!autocvar_g_balance_laser_reload_ammo)
self.clip_load = 0; // also keeps crosshair ammo from displaying
else
{
self.clip_load = self.laser_load;
- self.clip_size = autocvar_g_balance_laser_reload_count; // for the crosshair ammo display
+ self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
}
}
{
float t;
- self.clip_load = autocvar_g_balance_laser_reload_count; // maximum load since this weapon uses no ammo
+ self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
self.laser_load = self.clip_load;
t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
void W_Laser_Reload()
{
// return if reloading is disabled for this weapon
- if(!autocvar_g_balance_laser_reload_count)
+ if(!autocvar_g_balance_laser_reload_ammo)
return;
if(!W_ReloadCheck(1, 0))
}
else if (req == WR_THINK)
{
- if(autocvar_g_balance_laser_reload_count && self.clip_load < 1) // forced reload
+ if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
W_Laser_Reload();
else if (self.BUTTON_ATCK)
{
// if this weapon is reloadable, decrease its load
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(autocvar_g_balance_laser_reload_count)
+ if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
self.laser_load = self.clip_load;
// if this weapon is reloadable, decrease its load
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(autocvar_g_balance_laser_reload_count)
+ if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
self.laser_load = self.clip_load;