本文整理汇总了C++中C_BaseCombatWeapon::Clip1方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseCombatWeapon::Clip1方法的具体用法?C++ C_BaseCombatWeapon::Clip1怎么用?C++ C_BaseCombatWeapon::Clip1使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类C_BaseCombatWeapon
的用法示例。
在下文中一共展示了C_BaseCombatWeapon::Clip1方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: OnThink
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CDoDHudAmmo::OnThink()
{
C_BaseCombatWeapon *wpn = GetActiveWeapon();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled( false );
SetPaintBackgroundEnabled( false );
return;
}
else
{
SetPaintEnabled( true );
SetPaintBackgroundEnabled( true );
}
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if ( ammo1 < 0 )
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if ( wpn == m_hCurrentActiveWeapon )
{
// same weapon, just update counts
SetAmmo( ammo1, true );
SetAmmo2( ammo2, true );
}
else
{
// diferent weapon, change without triggering
SetAmmo( ammo1, false );
SetAmmo2( ammo2, false );
// update whether or not we show the total ammo display
m_bUsesClips = wpn->UsesClipsForAmmo1();
m_hCurrentActiveWeapon = wpn;
}
}
示例2: Paint
void CBliinkHudAmmo::Paint()
{
C_BliinkPlayer* pBliinkPlayer = ToBliinkPlayer(C_BasePlayer::GetLocalPlayer());
if( !pBliinkPlayer )
return;
if( pBliinkPlayer->State_Get() != STATE_BLIINK_SURVIVOR )
return;
C_BaseCombatWeapon* pWeapon = pBliinkPlayer->GetActiveWeapon();
if( !pWeapon )
return;
if( pWeapon->IsMeleeWeapon() )
return;
int iClipCount = pWeapon->Clip1();
int iAmmoCount = pBliinkPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
vgui::IScheme* pScheme = vgui::scheme()->GetIScheme(GetScheme());
int wide, tall;
SetPaintBorderEnabled(false);
// Drawing background
surface()->DrawSetTexture( m_nAmmoBack );
surface()->DrawTexturedRect( 0, 0, 128, 64 );
// Drawing ammo count (clip/ammo)
wchar_t pNumberText[12];
V_snwprintf( pNumberText, ARRAYSIZE(pNumberText), L"%d : %d", iClipCount, iAmmoCount );
vgui::HFont hNumberFont = pScheme->GetFont( "BliinkHUDLarge" );
surface()->GetTextSize(hNumberFont, pNumberText, wide, tall);
int number_xpos = (int) floor(64.0f - ((float) wide)/2.0f);
int number_ypos = (int) floor(32.0f - ((float) tall)/2.0f);
surface()->DrawSetTextFont( hNumberFont );
surface()->DrawSetTextColor( 210, 210, 210, 255 );
surface()->DrawSetTextPos( number_xpos, number_ypos );
surface()->DrawPrintText( pNumberText, wcslen(pNumberText) );
}
示例3: UpdatePlayerAmmo
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
// Clear out the vehicle entity
m_hCurrentVehicle = NULL;
C_BaseCombatWeapon *wpn = GetActiveWeapon();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// Get our icons for the ammo types
m_iconPrimaryAmmo = gWR.GetAmmoIconFromWeapon( wpn->GetPrimaryAmmoType() );
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if (wpn == m_hCurrentActiveWeapon)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (wpn->UsesClipsForAmmo1())
{
SetShouldDisplaySecondaryValue(true);
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
SetShouldDisplaySecondaryValue(false);
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
m_hCurrentActiveWeapon = wpn;
}
}
示例4: Paint
void CHudAmmo::Paint( void )
{
int r, g, b, a, nUnused;
int x, y;
Color clrAmmo;
if (!ShouldDraw())
return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
// find and display our current selection
if ( !pPlayer || !pActiveWeapon )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
return;
}
hudlcd->SetGlobalStat( "(weapon_print_name)", pActiveWeapon ? pActiveWeapon->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", pActiveWeapon ? pActiveWeapon->GetName() : " " );
if ( ( pActiveWeapon->GetPrimaryAmmoType() == -1 ) && ( pActiveWeapon->GetSecondaryAmmoType() == -1 ) )
return;
int nFontWidth = GetNumberFontWidth();
int nFontHeight = GetNumberFontHeight();
a = (int)max( MIN_ALPHA, m_flFade );
if ( m_flFade > 0 )
m_flFade -= ( gpGlobals->frametime * 20 );
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
clrAmmo.SetColor( r, g, b, a );
int nHudElemWidth, nHudElemHeight;
GetSize( nHudElemWidth, nHudElemHeight );
// Does this weapon have a clip?
y = nHudElemHeight - ( nFontHeight * 1.5 );
// Does weapon have any ammo at all?
if ( pActiveWeapon->GetPrimaryAmmoType() != -1 )
{
CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetPrimaryAmmoType() );
if ( !icon_ammo )
{
return;
}
int nIconWidth = icon_ammo->Width();
if ( pActiveWeapon->UsesClipsForAmmo1() )
{
// room for the number and the '|' and the current ammo
x = nHudElemWidth - (8 * nFontWidth) - nIconWidth;
x = DrawHudNumber( x, y, pActiveWeapon->Clip1(), clrAmmo );
int nBarWidth = nFontWidth / 10;
x += nFontWidth / 2;
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
clrAmmo.SetColor( r, g, b, a );
// draw the | bar
clrAmmo.SetColor( r, g, b, a );
vgui::surface()->DrawSetColor( clrAmmo );
vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nFontHeight );
x += nBarWidth + nFontWidth / 2;
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
}
else
{
// SPR_Draw a bullets only line
x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
}
// Draw the ammo Icon
icon_ammo->DrawSelf( x, y, clrAmmo );
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ) ) );
}
else
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
}
// Does weapon have seconday ammo?
if ( pActiveWeapon->GetSecondaryAmmoType() != -1 )
{
CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetSecondaryAmmoType() );
//.........这里部分代码省略.........
示例5: Paint
void CHUDQuickInfo::Paint()
{
//BB: KILL THIS CRAP!
return;
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( player == NULL )
return;
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon == NULL )
return;
float fX, fY;
bool bBehindCamera = false;
CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );
// if the crosshair is behind the camera, don't draw it
if( bBehindCamera )
return;
int xCenter = (int)fX;
int yCenter = (int)fY - m_icon_lb->Height() / 2;
float scalar = 138.0f/255.0f;
// Check our health for a warning
int health = player->GetHealth();
if ( health != m_lastHealth )
{
UpdateEventTime();
m_lastHealth = health;
if ( health <= HEALTH_WARNING_THRESHOLD )
{
if ( m_warnHealth == false )
{
m_healthFade = 255;
m_warnHealth = true;
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" );
}
}
else
{
m_warnHealth = false;
}
}
// Check our ammo for a warning
int ammo = pWeapon->Clip1();
if ( ammo != m_lastAmmo )
{
UpdateEventTime();
m_lastAmmo = ammo;
// Find how far through the current clip we are
float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1();
// Warn if we're below a certain percentage of our clip's size
if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD )))
{
if ( m_warnAmmo == false )
{
m_ammoFade = 255;
m_warnAmmo = true;
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" );
}
}
else
{
m_warnAmmo = false;
}
}
Color clrNormal = gHUD.m_clrNormal;
clrNormal[3] = 255 * scalar;
m_icon_c->DrawSelf( xCenter, yCenter, clrNormal );
if( IsX360() )
{
// Because the fixed reticle draws on half-texels, this rather unsightly hack really helps
// center the appearance of the quickinfo on 360 displays.
xCenter += 1;
}
if ( !hud_quickinfo.GetInt() )
return;
int sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f );
// Update our health
if ( m_healthFade > 0.0f )
{
DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade );
}
else
//.........这里部分代码省略.........
示例6: UpdatePlayerAmmo
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
if (player && !player->IsAlive())
{
for (int i = 0; i < m_aRounds.Count(); i++)
m_aRounds[i].bActive = false;
}
// Clear out the vehicle entity
m_hCurrentVehicle = NULL;
C_BaseCombatWeapon *wpn = GetActiveWeapon();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if (wpn == m_hCurrentActiveWeapon)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (wpn->UsesClipsForAmmo1())
{
SetShouldDisplaySecondaryValue(true);
}
else
{
SetShouldDisplaySecondaryValue(false);
}
m_hCurrentActiveWeapon = wpn;
}
}
示例7: Paint
void CHUDQuickInfo::Paint()
{
CHudTexture *icon_c = gHUD.GetIcon( "crosshair" );
CHudTexture *icon_rb = gHUD.GetIcon( "crosshair_right" );
CHudTexture *icon_lb = gHUD.GetIcon( "crosshair_left" );
if ( !icon_c || !icon_rb || !icon_lb )
return;
int xCenter = ( ScreenWidth() / 2 ) - icon_c->Width() / 2;
int yCenter = ( ScreenHeight() / 2 ) - icon_c->Height() / 2;
int scalar;
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( player == NULL )
return;
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon == NULL )
return;
//Get our values
int health = player->GetHealth();
int ammo = pWeapon->Clip1();
if ( m_fDamageFade > 0.0f )
{
m_fDamageFade -= (gpGlobals->frametime * 200.0f);
}
//Check our health for a warning
if ( health != m_lastHealth )
{
if ( health < m_lastHealth )
{
m_fDamageFade = QINFO_FADE_TIME;
}
m_fFade = QINFO_FADE_TIME;
m_lastHealth = health;
if ( health <= HEALTH_WARNING_THRESHOLD )
{
if ( m_warnHealth == false )
{
m_healthFade = 255;
m_warnHealth = true;
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" );
}
}
else
{
m_warnHealth = false;
}
}
// Check our ammo for a warning
if ( ammo != m_lastAmmo )
{
m_fFade = QINFO_FADE_TIME;
m_lastAmmo = ammo;
if ( ( (float) ammo / (float) pWeapon->GetMaxClip1() ) <= ( 1.0f - CLIP_PERC_THRESHOLD ) )
{
if ( m_warnAmmo == false )
{
m_ammoFade = 255;
m_warnAmmo = true;
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" );
}
}
else
{
m_warnAmmo = false;
}
}
//Get our crosshair intensity
if ( m_fFade > 0.0f )
{
m_fFade -= (gpGlobals->frametime * 50.0f);
if ( m_fFade < 128.0f )
{
scalar = (int) max( 16, (m_fFade) );
}
else
{
scalar = 128;
}
}
else
{
scalar = 16;
//.........这里部分代码省略.........
示例8: WebThink
//====================================================================
//====================================================================
void CBaseHTML::WebThink()
{
if ( !cl_web_think.GetBool() )
return;
float flNextThink = cl_web_think_interval.GetFloat();
// Información de la partida
SetProperty( "isInGame", JSValue(engine->IsInGame()), m_pGameObject );
SetProperty( "isPaused", JSValue(engine->IsPaused()), m_pGameObject );
SetProperty( "maxClients", JSValue(engine->GetMaxClients()), m_pGameObject );
SetProperty( "isLoading", JSValue(GameUI().m_bIsLoading), m_pGameObject );
if ( InRules )
SetProperty( "gameMode", JSValue(InRules->GameMode()), m_pGameObject );
// Obtenemos al Jugador
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
// Existe, estamos en una partida
if ( pPlayer )
{
// Información actual del Jugador
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
int iHealth = pPlayer->GetHealth();
int iAmmo = 0;
int iAmmoTotal = 0;
// Tenemos un arma
if ( pWeapon )
{
iAmmo = pWeapon->Clip1();
iAmmoTotal = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
// Actualizamos la información básica
SetProperty( "health", JSValue(iHealth), m_pPlayerObject );
SetProperty( "clip1Ammo", JSValue(iAmmo), m_pPlayerObject );
SetProperty( "clip1TotalAmmo", JSValue(iAmmoTotal), m_pPlayerObject );
}
// Información de la API de Steam
if ( IsPC() && steamapicontext )
{
// ID de Steam
if ( !m_pSteamID )
{
// Intentamos obtener la ID
if ( steamapicontext->SteamUser() )
{
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
uint64 mySteamID = steamID.ConvertToUint64();
m_pSteamID = VarArgs("%llu", mySteamID);
}
// ID cargada, se lo dejamos a JavaScript...
if ( m_pSteamID )
{
SetProperty( "playerID", JSValue(WSLit(m_pSteamID)), m_pSteamObject );
ExecuteJavaScript( "Helper.loadUserInfo()", "" );
}
}
// Utilidades e información
if ( steamapicontext->SteamUtils() )
{
uint32 serverTime = steamapicontext->SteamUtils()->GetServerRealTime();
const char *country = steamapicontext->SteamUtils()->GetIPCountry();
uint8 battery = steamapicontext->SteamUtils()->GetCurrentBatteryPower();
uint32 computer = steamapicontext->SteamUtils()->GetSecondsSinceComputerActive();
SetProperty( "serverTime", JSValue(WSLit(VarArgs("%llu", serverTime))), m_pSteamObject );
SetProperty( "country", JSValue(country), m_pSteamObject );
SetProperty( "batteryPower", JSValue(WSLit(VarArgs("%llu", battery))), m_pSteamObject );
SetProperty( "computerActive", JSValue(WSLit(VarArgs("%llu", computer))), m_pSteamObject );
}
}
// Pensamiento en JS
ExecuteJavaScript( "think()", "" );
// Pensamiento nuevamente en...
m_flNextThink = gpGlobals->curtime + flNextThink;
}
示例9: OnThink
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
// Get the player and active weapon.
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( tf2c_ammobucket.GetBool() && m_pWeaponBucket && pWeapon )
{
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
if ( pPlayer )
{
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
pTexture = pWeapon->GetSpriteActive();
}
}
if ( pTexture )
{
char szImage[64];
Q_snprintf( szImage, sizeof(szImage), "../%s", pTexture->szTextureFile );
m_pWeaponBucket->SetImage( szImage );
m_pWeaponBucket->SetVisible( true );
}
else
{
m_pWeaponBucket->SetVisible( false );
}
}
else
{
m_pWeaponBucket->SetVisible( false );
}
if ( m_flNextThink < gpGlobals->curtime )
{
hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );
if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
// turn off our ammo counts
UpdateAmmoLabels( false, false, false );
m_nAmmo = -1;
m_nAmmo2 = -1;
}
else
{
// Get the ammo in our clip.
int nAmmo1 = pWeapon->Clip1();
int nAmmo2 = 0;
// Clip ammo not used, get total ammo count.
if ( nAmmo1 < 0 )
{
nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
// Clip ammo, so the second ammo is the total ammo.
else
{
nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );
if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
{
m_nAmmo = nAmmo1;
m_nAmmo2 = nAmmo2;
m_hCurrentActiveWeapon = pWeapon;
if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
{
UpdateAmmoLabels( true, true, false );
SetDialogVariable( "Ammo", m_nAmmo );
SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
}
else
{
UpdateAmmoLabels( false, false, true );
SetDialogVariable( "Ammo", m_nAmmo );
}
}
}
m_flNextThink = gpGlobals->curtime + 0.1f;
}
}