27 {
28 if (!super.ActionCondition( player, target, item ))
29 return false;
30
32 Magazine mag = Magazine.Cast(target.GetObject());
33 Weapon_Base wpn = Weapon_Base.Cast(item);
34 return mag && (player.GetWeaponManager().CanAttachMagazine(wpn,mag) || player.GetWeaponManager().CanSwapMagazine(wpn,mag)) && (!hcw || hcw.
GetRunningAction() !=
WeaponActions.RELOAD);
35 }
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
void HumanCommandWeapons()