[not a bug] semi-old mod no longer works...

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wildweasel
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[not a bug] semi-old mod no longer works...

Post by wildweasel »

An older weapon mod of mine, Batteries Still Not Included (yes, that's a RAR file - don't bother editing it out), has a bit of a major error with the most recent version of GZDoom - namely, in the Heat Rifle weapon on Slot 3. When the heat gauge reaches 100% (whether by cheating for ammo, firing the weapon ten times in a row without letting go of the trigger, or using the alternate fire), it does not decrease like it used to.

Did something change in GZDoom that renders this effect broken? If so, how do I fix my code to comply with the new "standard"?
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Graf Zahl
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Post by Graf Zahl »

You are doing an A_JumpIfInventory("Heatlevel", 0, x)

Specifying 0 as an inventory amount means to check for the maximum amount of the item you can carry so once your heat level is at maximum the code doesn't work anymore.

Your mod was working due to a bug in this code that caused any check against 0 to always fail. A_CheckInventory doesn't check for an exact amount so even if 0 was properly implemented it'd jump unconditionally anyway.
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TheDarkArchon
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Post by TheDarkArchon »

Remember when Zen Dynamics was released and everyone couldn't get reloading to work? It was because of A_JumpIfInventory's using 0 as the amount.
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