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Fix a bug with extracting ammo from mp5 when argrenades are full

hl_urbicide
Roman Chistokhodov 4 years ago
parent
commit
c710978549
  1. 4
      dlls/weapons.cpp

4
dlls/weapons.cpp

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

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