14 if (!actor.(weaponentity))
16 if (actor.(weaponentity).clip_load)
18 if (actor.(weaponentity).clip_size)
19 actor.(weaponentity).
clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
33 if (!actor.(weaponentity))
35 if (actor.(weaponentity).buff_ammo_prev_clipload)
37 actor.(weaponentity).
clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
42 actor.buff_ammo_prev_infitems = 0;
51 if (actor.(weaponentity).clip_size)
52 actor.(weaponentity).
clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
66 PAR(_(
"The %s buff gives you infinite ammo until the buff expires, so you don't need to worry about running out of ammo."),
COLORED_NAME(
this));
67 PAR(_(
"It also removes the need to reload any weapons that require reloading, like the %s and %s."),
COLORED_NAME(WEP_RIFLE),
COLORED_NAME(WEP_OVERKILL_MACHINEGUN));
#define BITSET(var, mask, flag)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
const int IT_UNLIMITED_AMMO
int buff_ammo_prev_clipload
@ STATUSEFFECT_FLAG_ACTIVE
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
const int MAX_WEAPONSLOTS
entity weaponentities[MAX_WEAPONSLOTS]