if(doreduce && g_weapon_stay == 2)
{
+ #if 0
// if our weapon is loaded, give its load back to the player
int i = own.(weaponentity).m_weapon.m_id;
if(own.(weaponentity).(weapon_load[i]) > 0)
GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
}
+ #endif
SetResourceAmount(wep, ammotype, 0);
}
else if(doreduce)
{
+ #if 0
// if our weapon is loaded, give its load back to the player
int i = own.(weaponentity).m_weapon.m_id;
if(own.(weaponentity).(weapon_load[i]) > 0)
GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
}
-
+ #endif
float ownderammo = GetResourceAmount(own, ammotype);
thisammo = min(ownderammo, GetResourceAmount(wep, ammotype));
SetResourceAmount(wep, ammotype, thisammo);