this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
- if ((wpn.ammo_type != RES_NONE) && !GetResourceAmount(this, wpn.ammo_type))
+ if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
{
switch (wpn.ammo_type)
{
- case RES_SHELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
- case RES_BULLETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
- case RES_ROCKETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
- case RES_CELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
- case RES_PLASMA: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
- case RES_FUEL: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
+ case RES_SHELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
+ case RES_BULLETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
+ case RES_ROCKETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
+ case RES_CELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
+ case RES_PLASMA: SetResource(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
+ case RES_FUEL: SetResource(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
}
}