Associate Ammo with Weapon?

Ok I’ve set up everything.
The last thing I need now is to decide, for each AmmoType, its Maximum Ammount of munitions.

Since it depends from the GameMode being played, you suggested to set the inventory in the GameMode class.

I did it

But I can’t set the Maximum Ammount for each AmmoType one by one in the GameMode class defaults.

How can I do that? Am I forced to hardcode? like:

MaxAmmoInventory(uint8)Rocket] = 50
MaxAmmoInventory(uint8)Electricity] = 120


Also I would like to be able to decide if a particular Ammo is INFINITE.
With a class/struct I could’ve quickly used a bool.

Now, instead, I have to set it manually doing


AmmoInventory(uint8)**AmmoType**] = -1

and when I have to check whether it’s infinite or not:


 If(AmmoInventory(uint8)AmmoType] == -1) 

    @ this method you suggested is very performing/fast and easy, but all these good things seem to have a price at some point. It is and it's not flexible at the same time. For some things I have to use workarounds and it becomes a little tricky.