-- [ Picked text/plain from multipart/alternative ] Yup, IIRC, weapons only store the ammo currently in the clip, in m_iClip1 and m_iClip2, the player stores the ammount of ammo/etc. that they have in reserve. Here's a little code ripped from some stuff in Intelligent Design, try modifying this how you need::
pPlayer->GiveAmmo( flCount, iAmmoType, bSuppressSound ); Pretty simple func already in the game, so just tie that into a timer or whatever the clause is to get ammo. Hope it helped. : ) On 5/20/07, Andrew Ritchie <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Other than the clip and max clip size isn't the ammo stored on the player? > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

