#include <client/items/items.qh>
#include <client/view.qh>
#include <common/mutators/mutator/nades/nades.qh>
+#include <common/resources/resources.qh>
#include <common/wepent.qh>
// Ammo (#1)
autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
-void DrawAmmoItem(vector myPos, vector mySize, int ammoType, bool isCurrent, bool isInfinite)
+void DrawAmmoItem(vector myPos, vector mySize, Resource ammoType, bool isCurrent, bool isInfinite)
{
TC(bool, isCurrent); TC(bool, isInfinite);
if(ammoType == RES_NONE)
}
else
{
- int ammotype;
row = column = 0;
- for(i = 0; i < AMMO_COUNT; ++i)
+ // disabling new-style loop for now to restore original order of ammo types
+ //FOREACH(Resources, it.instanceOfAmmoResource && !it.m_hidden,
+ for(int j = 0; j < AMMO_COUNT; ++j)
{
- ammotype = GetAmmoTypeFromNum(i);
+ Resource ammotype = GetAmmoTypeFromNum(j);
DrawAmmoItem(
pos + vec2(column * (ammo_size.x + offset.x), row * (ammo_size.y + offset.y)),
ammo_size,