// if we don't already have ammo, give us some ammo
if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
{
- switch (wpn.ammo_type)
+ int ammo = 0;
+ if (this.count > 0)
{
- case RES_SHELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
- case RES_BULLETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
- case RES_ROCKETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
- case RES_CELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
- case RES_PLASMA: SetResource(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
- case RES_FUEL: SetResource(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
+ switch (wpn.netname)
+ {
+ case "arc": ammo = cvar("g_balance_arc_beam_ammo"); break;
+ case "devastator": ammo = cvar("g_balance_devastator_ammo"); break;
+ case "machinegun": ammo = cvar("g_balance_machinegun_sustained_ammo"); break;
+ case "minelayer": ammo = cvar("g_balance_minelayer_ammo"); break;
+ case "seeker": ammo = cvar("g_balance_seeker_tag_ammo"); break;
+ default: ammo = cvar(strcat("g_balance_", wpn.netname, "_primary_ammo"));
+ }
+
+ ammo *= this.count;
}
+ else
+ {
+ switch (wpn.ammo_type)
+ {
+ case RES_SHELLS: ammo = cvar("g_pickup_shells_weapon"); break;
+ case RES_BULLETS: ammo = cvar("g_pickup_nails_weapon"); break;
+ case RES_ROCKETS: ammo = cvar("g_pickup_rockets_weapon"); break;
+ case RES_CELLS: ammo = cvar("g_pickup_cells_weapon"); break;
+ case RES_PLASMA: ammo = cvar("g_pickup_plasma_weapon"); break;
+ case RES_FUEL: ammo = cvar("g_pickup_fuel_weapon"); break;
+ }
+ }
+
+ SetResource(this, wpn.ammo_type, ammo);
}
#if 0 // WEAPONTODO