.entity weaponentity = this.weaponentity_fld;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = WEP_DEVASTATOR.m_id;
Weapon thiswep = WEP_DEVASTATOR;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
- if(this.realowner.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ if(GetResourceAmount(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = WEP_DEVASTATOR.m_id;
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))
{
- if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
+ if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo) && actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
}
- else if(actor.(thiswep.ammo_field) < WEP_CVAR(devastator, ammo))
+ else if(GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
ammo_amount = true;
return !ammo_amount;
}
#if 0
if(actor.rl_release == 0)
{
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo));
return true;
}
else
{
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, GetResourceAmount(actor, thiswep.ammo_type), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
return ammo_amount;
#endif