See, the reason I'm pointing it out here is because it's a hell of a lot easier to implement. Check this mock reloading code out:
Code: Select all
AltFire:
TNT1 A 0 A_JumpIfInventory("GenericGunClipAmmo",15,1) //assuming that's like half ammo
Goto AltFire + 3
TNT1 A 0
Goto Ready
TNT1 A 0 A_TakeInventory("GenericGunClipAmmo",999)
TNT1 A 3 A_PlaySound("ClipOut")
TNT1 AAA 3
TNT1 A 0 A_TakeInventory("GenericGunClip",1)
TNT1 A 0 A_GiveInventory("GenericGunClipAmmo",999)
TNT1 A 4 A_PlaySound("ClipIn")
TNT1 AA 3
TNT1 A 3 A_PlaySound("CockGun")
TNT1 AA 3
Goto Ready
Okay, enough selling the idea- what thoughts do you guys have on it?