void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
-void DrawAmmoItem(vector myPos, vector mySize, .int ammoType, bool isCurrent, bool isInfinite)
+void DrawAmmoItem(vector myPos, vector mySize, int ammoType, bool isCurrent, bool isInfinite)
{
TC(bool, isCurrent); TC(bool, isInfinite);
- if(ammoType == ammo_none)
+ if(ammoType == RESOURCE_NONE)
return;
// Initialize variables
int ammo;
if(autocvar__hud_configure)
{
- isCurrent = (ammoType == ammo_rockets); // Rockets always current
+ isCurrent = (ammoType == RESOURCE_ROCKETS); // Rockets always current
ammo = 60;
}
else
{
if(autocvar__hud_configure)
{
- DrawAmmoItem(pos, ammo_size, ammo_rockets, true, false);
+ DrawAmmoItem(pos, ammo_size, RESOURCE_ROCKETS, true, false);
}
else
{
DrawAmmoItem(
pos,
ammo_size,
- wep.ammo_field,
+ wep.ammo_type,
true,
infinite_ammo
);
}
else
{
- .int ammotype;
+ int ammotype;
row = column = 0;
for(i = 0; i < AMMO_COUNT; ++i)
{
- ammotype = GetAmmoFieldFromNum(i);
+ ammotype = GetAmmoTypeFromNum(i);
DrawAmmoItem(
pos + vec2(column * (ammo_size.x + offset.x), row * (ammo_size.y + offset.y)),
ammo_size,
ammotype,
- (wep.ammo_field == ammotype),
+ (wep.ammo_type == ammotype),
infinite_ammo
);