else
{
row = column = 0;
- // 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)
+ IL_EACH(default_order_resources, it.instanceOfAmmoResource && !it.m_hidden,
{
- Resource ammotype = GetAmmoTypeFromNum(j);
DrawAmmoItem(
pos + vec2(column * (ammo_size.x + offset.x), row * (ammo_size.y + offset.y)),
ammo_size,
- ammotype,
- (wep.ammo_type == ammotype),
+ it,
+ (wep.ammo_type == it),
infinite_ammo
);
row = 0;
column = column + 1;
}
- }
+ });
}
if (draw_nades)