diff --git a/neo/d3xp/Player.cpp b/neo/d3xp/Player.cpp index 0ab1edea..c5db8208 100644 --- a/neo/d3xp/Player.cpp +++ b/neo/d3xp/Player.cpp @@ -3506,23 +3506,6 @@ bool idPlayer::Give( const char *statname, const char *value ) { } } else { bool ret = inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true ); - if(!idStr::Icmp( statname, "ammo_bloodstone" ) ) { - //int i = inventory.AmmoIndexForAmmoClass( statname ); - //int max = inventory.MaxAmmoForAmmoClass( this, statname ); - //if(hud && inventory.ammo[ i ] >= max) { - if(hud) { - - //Force an update of the bloodstone ammount - int ammoRequired; - ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired ); - int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired ); - hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo)); - - hud->HandleNamedEvent("bloodstoneReady"); - //Make sure we unlock the ability to harvest - harvest_lock = false; - } - } return ret; #else return inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true );