void GiveWeaponDropToPlayer(WeaponDirector.PlayerWeapon weapon, int defaultAmmo)
{
if (!PlayerDirector.ActiveSession.HasWeapon(weapon))
{
// Flag ourselves as now having this weapon
PlayerDirector.ActiveSession.SetHasWeapon(weapon, true);
// Now set the active weapon
PlayerDirector.ActiveSession.CurrentWeapon = weapon;
playerCharacter.SendMessage("SetActiveWeapon", "Player" + weapon.ToString());
PlayerDirector.ActiveSession.SetAmmo(weapon, defaultAmmo);
}
else
{
PlayerDirector.ActiveSession.IncreaseAmmo(weapon, defaultAmmo);
}
}