}
if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
- if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(own, weaponentity);
// decrease ammo
float coefficient = frametime;
- if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(own.items & IT_UNLIMITED_AMMO))
{
float rootammo;
if(burst)