// adds ammunition to current weapon

class ACTION_AddAmmo extends ScriptedAction;

var(Action) int AmmoToAdd;
var(Action) int FireMode;

enum EAmmoAmount
{
	AMMO_Constant,
	AMMO_Max,
	AMMO_SuperMax
};

var(Action) EAmmoAmount AmmoAmount;


function bool InitActionFor(ScriptedController C)
{
	if ( C.Pawn.Weapon != none ) {
		switch ( AmmoAmount ) {
			case AMMO_Constant: C.Pawn.Weapon.AddAmmo(AmmoToAdd, FireMode); break;
			case AMMO_Max: 		C.Pawn.Weapon.MaxOutAmmo(); break;
			case AMMO_SuperMax: C.Pawn.Weapon.SuperMaxOutAmmo(); break;
		}
	}
		
	return false;
}

defaultproperties
{
     ActionString="add ammo"
}
