From c7109785490cf46bd72418317ca7aab5c546bd13 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Thu, 11 Feb 2021 23:01:32 +0300 Subject: [PATCH] Fix a bug with extracting ammo from mp5 when argrenades are full --- dlls/weapons.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index 1795c191..a69ba196 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -1099,13 +1099,13 @@ int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. - iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); + iReturn |= pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); m_iDefaultAmmo = 0; } if( pszAmmo2() != NULL ) { - iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); + iReturn |= pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); } return iReturn;