return;
}
receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
- switch (RandomSelection_chosen_ent.ammo_field)
+ if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
{
- case (ammo_shells):
+ continue;
+ }
+ if (GetResourceAmount(receiver,
+ RandomSelection_chosen_ent.ammo_type) != 0)
+ {
+ continue;
+ }
+ switch (RandomSelection_chosen_ent.ammo_type)
+ {
+ case (RESOURCE_SHELLS):
{
- if (receiver.ammo_shells != 0)
- {
- break;
- }
GiveResource(receiver, RESOURCE_SHELLS, shells);
break;
}
- case (ammo_nails):
+ case (RESOURCE_BULLETS):
{
- if (receiver.ammo_nails != 0)
- {
- break;
- }
GiveResource(receiver, RESOURCE_BULLETS, bullets);
break;
}
- case (ammo_rockets):
+ case (RESOURCE_ROCKETS):
{
- if (receiver.ammo_rockets != 0)
- {
- break;
- }
GiveResource(receiver, RESOURCE_ROCKETS, rockets);
break;
}
- case (ammo_cells):
+ case (RESOURCE_CELLS):
{
- if (receiver.ammo_cells != 0)
- {
- break;
- }
GiveResource(receiver, RESOURCE_CELLS, cells);
break;
}
- case (ammo_plasma):
+ case (RESOURCE_PLASMA):
{
- if (receiver.ammo_plasma != 0)
- {
- break;
- }
GiveResource(receiver, RESOURCE_PLASMA, plasma);
break;
}
}
}
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)
+float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
{
- if (!item.(ammotype))
+ float amount = GetResourceAmount(item, resource_type);
+ if (amount == 0)
+ {
return false;
-
+ }
+ float player_amount = GetResourceAmount(player, resource_type);
if (item.spawnshieldtime)
{
- if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
+ if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
{
- float amount = item.(ammotype);
- if ((player.(ammotype) + amount) > ammomax)
- {
- amount = ammomax - player.(ammotype);
- }
- GiveResource(player, GetResourceType(ammotype), amount);
- return true;
+ return false;
}
+ GiveResourceWithLimit(player, resource_type, amount, ammomax);
+ return true;
}
- else if(g_weapon_stay == 2)
+ if (g_weapon_stay != 2)
{
- float mi = min(item.(ammotype), ammomax);
- if (player.(ammotype) < mi)
- {
- GiveResource(player, GetResourceType(ammotype), mi -
- player.(ammotype));
- }
- return true;
+ return false;
}
- return false;
+ GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
+ return true;
}
float Item_GiveTo(entity item, entity player)
}
}
}
- pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health);
- pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
if(!(player.weapons & (it.m_wepset)))
continue;
- switch(it.ammo_field)
+ switch(it.ammo_type)
{
- case ammo_shells: need_shells = true; break;
- case ammo_nails: need_nails = true; break;
- case ammo_rockets: need_rockets = true; break;
- case ammo_cells: need_cells = true; break;
- case ammo_plasma: need_plasma = true; break;
- case ammo_fuel: need_fuel = true; break;
+ case RESOURCE_SHELLS: need_shells = true; break;
+ case RESOURCE_BULLETS: need_nails = true; break;
+ case RESOURCE_ROCKETS: need_rockets = true; break;
+ case RESOURCE_CELLS: need_cells = true; break;
+ case RESOURCE_PLASMA: need_plasma = true; break;
+ case RESOURCE_FUEL: need_fuel = true; break;
}
});
rating = item.bot_pickupbasevalue;