if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
}
if(WEP_CVAR(seeker, type) == 1)
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
- ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}