entity this = actor.(weaponentity);
if (frametime) this.weapon_frametime = frametime;
- if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!this || GetResourceAmount(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
w_ent.clip_load -= ammo_use;
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
}
- else if (wep.ammo_type != RESOURCE_NONE)
+ else if (wep.ammo_type != RES_NONE)
{
float ammo = GetResourceAmount(actor, wep.ammo_type);
if (ammo < ammo_use)
w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
+ if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE)
{
w_ent.clip_load = w_ent.reload_ammo_amount;
}
if (this.clip_load >= this.reload_ammo_amount) return;
// no ammo, so nothing to load
- if (e.ammo_type != RESOURCE_NONE)
+ if (e.ammo_type != RES_NONE)
{
if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
{