+.float fireball_load;
+
+void W_Fireball_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_fireball_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.fireball_load;
+ self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Fireball_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_fuel -= 1;
+
+ // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+ if(self.ammo_fuel < 1)
+ self.ammo_fuel = 0;
+ }
+ self.fireball_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Fireball_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_fireball_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+