diff --git a/src/game/bondgun.c b/src/game/bondgun.c index 81472dbb9..ac599ade4 100644 --- a/src/game/bondgun.c +++ b/src/game/bondgun.c @@ -1310,6 +1310,7 @@ s32 bgunTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, hand->count = 0; if (bgunSetState(handnum, HANDSTATE_RELOAD)) { + hand->modenext = HANDMODE_NONE; return lvupdate; } } diff --git a/src/game/lv.c b/src/game/lv.c index 3095156a5..97b74e1de 100644 --- a/src/game/lv.c +++ b/src/game/lv.c @@ -1291,16 +1291,11 @@ Gfx *lvRender(Gfx *gdl) // Handle opening doors and reloading if (g_Vars.currentplayer->bondactivateorreload & JO_ACTION_RELOAD) { - struct hand* hand = &g_Vars.currentplayer->hands[HAND_RIGHT]; - struct weaponfunc* func = weaponGetFunction(&hand->gset, hand->gset.weaponfunc); - // ignore the player's request to reload here if the last bullet in the clip was just fired - if (hand->state != HANDSTATE_RELOAD && !(hand->state == HANDSTATE_ATTACK && hand->loadedammo[func->ammoindex] == 0)) { + if (g_Vars.currentplayer->hands[HAND_RIGHT].state != HANDSTATE_RELOAD) { bgunReloadIfPossible(HAND_RIGHT); } - hand = &g_Vars.currentplayer->hands[HAND_LEFT]; - func = weaponGetFunction(&hand->gset, hand->gset.weaponfunc); - if (hand->state != HANDSTATE_RELOAD && !(hand->state == HANDSTATE_ATTACK && hand->loadedammo[func->ammoindex] == 0)) { + if (g_Vars.currentplayer->hands[HAND_LEFT].state != HANDSTATE_RELOAD) { bgunReloadIfPossible(HAND_LEFT); }