}
}
-float GetAmmoTypeForWep(float i)
+float GetAmmoTypeForWep(float i) // WEAPONTODO
{
switch(i)
{
- case WEP_SHOTGUN: return 0;
+ case WEP_SHOCKWAVE: return 0;
case WEP_UZI: return 1;
- case WEP_GRENADE_LAUNCHER: return 2;
+ case WEP_MORTAR: return 2;
case WEP_MINE_LAYER: return 2;
case WEP_ELECTRO: return 3;
case WEP_CRYLINK: return 3;
case WEP_NEX: return 3;
case WEP_RIFLE: return 1;
case WEP_HAGAR: return 2;
- case WEP_ROCKET_LAUNCHER: return 2;
+ case WEP_DEVASTATOR: return 2;
case WEP_SEEKER: return 2;
case WEP_FIREBALL: return 4;
case WEP_HOOK: return 3;
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
+ if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_BLASTER && self.weapon != WEP_PORTO) // WEAPONTODO: detect weapons which don't have ammo automatically
{
a = 0;
ammo_type = GetAmmoTypeForWep(self.weapon);