#include "spawning.qh"
-#include "weaponsystem.qh"
-#include "../resources.qh"
-#include <server/mutators/_mod.qh>
+#include <common/resources/sv_resources.qh>
+#include <common/weapons/_all.qh>
#include <server/items/items.qh>
#include <server/items/spawning.qh>
-#include <common/weapons/_all.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/weaponsystem.qh>
+#include <server/world.qh>
.bool m_isreplaced; ///< Holds whether the weapon has been replaced.
this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
+ // TODO: registry handles
if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
{
int ammo = 0;
- if (this.count > 0)
- ammo = this.count * GetAmmoConsumptionPrimary(wpn.netname);
+ if (q3compat && this.count > 0)
+ ammo = this.count * GetAmmoConsumptionQ3(wpn.netname);
// WEAPONTODO: magazines of MG, rifle and OK weapons are unaccounted for
else
{