// 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 ); } }
// 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 ); } }