void LAi_NPC_Ammo(ref chr)
{
// PB: Clear Existing Ammo -->
DeleteAttribute(chr, "items.pistolbullets");
DeleteAttribute(chr, "items.pistolgrapes");
DeleteAttribute(chr, "items.musketbullets");
DeleteAttribute(chr, "items.bladearrows");
DeleteAttribute(chr, "items.gunpowder");
// PB: Clear Existing Ammo <--
// JRH fix oct 06: rewritten old did not give any ammo to NPCs, amount reduced -->
//Levis made sure you always have at least 1 bullet
if (ENABLE_AMMOMOD) { // LDH change
string weaponID = GetCharacterEquipByGroup(chr,GUN_ITEM_TYPE);
aref weapon;
Items_FindItem(weaponID, &weapon);
bool givepowder = false;
if(CheckAttribute(weapon, "shottype") && weapon.shottype != "")
{
if(weapon.shottype == "pb" || weapon.shottype == "pb2") { TakenItems(chr, "pistolbullets", 1+rand(2)); givepowder = true; }
if(weapon.shottype == "pg" || weapon.shottype == "pg2") { TakenItems(chr, "pistolgrapes", 1+rand(2)); givepowder = true; }
if(weapon.shottype == "mb") { TakenItems(chr, "musketbullets", 1); givepowder = true; } //Always 1 bullet
if(weapon.shottype == "ar") { TakenItems(chr, "bladearrows", rand(2)); givepowder = false; } //Levis for indians (you will always have at least some arrows) JRH: rand(2) only as 1 arrow always got as a blade
}
if(givepowder)
{
TakenItems(chr, "gunpowder", rand(3));
}
}
//<-- JRH gives this to officers & enemies, officers are also equipped by Enc_Officers_dialog
}