Number of Texture units???

Is there a way to tell on the fly how many multiple textures a card can handle per pass?? I use this currently to find out if there is multitexture support, but im not sure how to find out how many textures it can handle per poly per pass…

if(strstr((const char *)glGetString(GL_EXTENSIONS), “ARB_multitexture”) != NULL)
glActiveTextureARB = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress(“glActiveTextureARB”);

glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FPROC) wglGetProcAddress(“glMultiTexCoord2fARB”);
MultiTextureSupport = true;

glGetInteger with GL_MAX_TEXTURE_UNITS.