#ifdef SVQC
-spawnfunc(weapon_machinegun)
+METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
{
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(this.classname != "droppedweapon")
+ if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
{
- weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
- return;
+ return WEP_SHOCKWAVE;
}
- weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
+ return this;
}
-spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
void W_MachineGun_MuzzleFlash_Think(entity this)
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{