Remove TabulateAmmo function calls.

This commit is contained in:
Night Owl 2018-12-09 13:29:13 +05:00
parent a7c95a350b
commit 5c8a73894b
3 changed files with 0 additions and 28 deletions

View File

@ -1120,25 +1120,6 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
ResetSequenceInfo();
}
/*
===========
TabulateAmmo
This function is used to find and store
all the ammo we have into the ammo vars.
============
*/
void CBasePlayer::TabulateAmmo()
{
ammo_9mm = AmmoInventory( GetAmmoIndex( "9mm" ) );
ammo_357 = AmmoInventory( GetAmmoIndex( "357" ) );
ammo_argrens = AmmoInventory( GetAmmoIndex( "ARgrenades" ) );
ammo_bolts = AmmoInventory( GetAmmoIndex( "bolts" ) );
ammo_buckshot = AmmoInventory( GetAmmoIndex( "buckshot" ) );
ammo_rockets = AmmoInventory( GetAmmoIndex( "rockets" ) );
ammo_uranium = AmmoInventory( GetAmmoIndex( "uranium" ) );
ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) );
}
/*
===========
WaterMove
@ -3769,8 +3750,6 @@ int CBasePlayer::GiveAmmo( int iCount, const char *szName, int iMax )
MESSAGE_END();
}
TabulateAmmo();
return i;
}

View File

@ -305,8 +305,6 @@ public:
void SetCustomDecalFrames( int nFrames );
int GetCustomDecalFrames( void );
void TabulateAmmo( void );
Vector m_vecLastViewAngles;
float m_flStartCharge;

View File

@ -613,8 +613,6 @@ void CBasePlayerWeapon::ItemPostFrame( void )
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
m_pPlayer->TabulateAmmo();
m_fInReload = FALSE;
}
@ -630,7 +628,6 @@ void CBasePlayerWeapon::ItemPostFrame( void )
m_fFireOnEmpty = TRUE;
}
m_pPlayer->TabulateAmmo();
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
@ -641,7 +638,6 @@ void CBasePlayerWeapon::ItemPostFrame( void )
m_fFireOnEmpty = TRUE;
}
m_pPlayer->TabulateAmmo();
PrimaryAttack();
}
else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
@ -946,7 +942,6 @@ BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWe
if( !CanDeploy() )
return FALSE;
m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING( szViewModel );
m_pPlayer->pev->weaponmodel = MAKE_STRING( szWeaponModel );
strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );