//.float proxytime; = autoswitch
//.float tl; = wait
-void W_Seeker_Reload()
-{
- W_Reload(ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
-}
-
void Seeker_Missile_Explode ()
{
self.event_damage = SUB_Null;
else if (req == WR_THINK)
{
if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
- W_Seeker_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
}
else if (req == WR_RELOAD)
{
- W_Seeker_Reload();
+ W_Reload(ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
}
return TRUE;
};