void GiveAmmoDropToPlayer()
{
switch (itemDrop.DropType)
{
// Ammo
case ItemDropType.Ammo:
for (int i=0; i < WeaponDirector.PlayerWeaponCount; i++)
{
WeaponDirector.PlayerWeapon playerWeapon = (WeaponDirector.PlayerWeapon)i;
if (PlayerDirector.ActiveSession.HasWeapon(playerWeapon))
{
PlayerDirector.ActiveSession.IncreaseAmmo(playerWeapon,10);
}
}
break;
}
}