void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
{
- if (cvar("g_overkill"))
- {
- if (actor.ok_use_ammocharge)
- {
- ok_DecreaseCharge(actor, actor.weapon);
- return; // TODO
- }
- }
+ if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
// set global values to work with
entity e = Weapons_from(actor.weapon);
- if (cvar("g_overkill"))
- if (actor.ok_use_ammocharge) return;
- // TODO
+ if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
actor.reload_ammo_min = sent_ammo_min;
actor.reload_ammo_amount = e.reloading_ammo;