float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
{
float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
{
- float mi = min(item.ammotype, ammomax);
- if (player.ammotype < mi)
+ float mi = min(item.(ammotype), ammomax);
+ if (player.(ammotype) < mi)
float GiveBit(entity e, .float fld, float bit, float op, float val)
{
float v0, v1;
float GiveBit(entity e, .float fld, float bit, float op, float val)
{
float v0, v1;
return (v0 != v1);
}
float GiveValue(entity e, .float fld, float op, float val)
{
float v0, v1;
return (v0 != v1);
}
float GiveValue(entity e, .float fld, float op, float val)
{
float v0, v1;
void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
{
if(v0 < v1)
void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
{
if(v0 < v1)