You would need to access memory (with orpheu) and change :
int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; }
and set ITEM_FLAG_NOAUTORELOAD flag off
From weapons.cpp :
Code:
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
{
Reload();
return;
}
Or you may do it filtering Ham_Reload if you use Ham, you could for example check if player reload button is pressed or not, not sure it would work though.
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