if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
{
// not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if(!(W_MineLayer_PlacedMines(FALSE) && self.AMMO_VAL(WEP_MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+ if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(WEP_MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
WEP_ACTION(self.weapon, WR_RELOAD);
}
else if (self.BUTTON_ATCK)
// don't switch while placing a mine
if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
{
- ammo_amount = self.AMMO_VAL(WEP_MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount = self.WEP_AMMO(WEP_MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
return ammo_amount;
}