- // allow switching to reloadable weapons, even if we're out of ammo, since the weapon itself
- // might still be loaded. The reload code takes care of complaining and forced switching
- entity e;
- e = get_weaponinfo(self.weapon);
- if(cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
+ // always allow reloadable weapons, even if we're out of ammo, since the weapon itself
+ // could still be loaded. The reload code takes care of the rest
+ if(weapon_action(self.weapon, WR_SWITCHABLE))