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@ -1099,13 +1099,13 @@ int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon )
@@ -1099,13 +1099,13 @@ int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon )
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{ |
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// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
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// we only get the ammo in the weapon's clip, which is what we want.
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iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); |
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iReturn |= pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); |
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m_iDefaultAmmo = 0; |
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} |
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if( pszAmmo2() != NULL ) |
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{ |
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iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); |
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iReturn |= pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); |
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} |
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return iReturn; |
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