Beispiel #1
0
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal )
{
	if ( m_iDefaultAmmo )
	{
		return ExtractAmmo( (CBasePlayerWeapon *)pOriginal );
	}
	else
	{
		// a dead player dropped this.
		return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal );
	}
}
Beispiel #2
0
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal )
{
	if (!UTIL_IsMasterTriggered(m_sMaster, m_pPlayer))		//
		return FALSE;										// AJH allows for locked weapons 

	if ( m_iDefaultAmmo )
	{
		return ExtractAmmo( (CBasePlayerWeapon *)pOriginal );
	}
	else
	{
		// a dead player dropped this.
		return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal );
	}
}