entity this = actor.(weaponentity);
if (frametime) this.weapon_frametime = frametime;
- if (!this || GetResourceAmount(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
}
else if (wep.ammo_type != RES_NONE)
{
- float ammo = GetResourceAmount(actor, wep.ammo_type);
+ float ammo = GetResource(actor, wep.ammo_type);
if (ammo < ammo_use)
{
backtrace(sprintf(
ammo
));
}
- SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
+ SetResource(actor, wep.ammo_type, ammo - ammo_use);
}
}
else
{
// make sure we don't add more ammo than we have
- float ammo = GetResourceAmount(actor, wpn.ammo_type);
+ float ammo = GetResource(actor, wpn.ammo_type);
float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
w_ent.clip_load += load;
- SetResourceAmount(actor, wpn.ammo_type, ammo - load);
+ SetResource(actor, wpn.ammo_type, ammo - load);
}
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
// no ammo, so nothing to load
if (e.ammo_type != RES_NONE)
{
- if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
+ if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{