.float gl_detonate_later;
.float gl_bouncecnt;
-void W_GrenadeLauncher_Reload()
-{
- W_Reload(ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
-}
-
void W_Grenade_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
else if (req == WR_THINK)
{
if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
- W_GrenadeLauncher_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
}
else if (req == WR_RELOAD)
{
- W_GrenadeLauncher_Reload();
+ W_Reload(ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
}
return TRUE;
};