[1.0.29] Reloading no longer works in my mod

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lizardcommando
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[1.0.29] Reloading no longer works in my mod

Post by lizardcommando »

I was testing my mod out with the newest version of GZDoom and for some lame reason, if I use the IDFA/IDKFA cheat to get all guns and stuff, I can't reload any of my guns. It won't work anymore unlike in previous versions of ZDoom and GZDoom. What the hell is going on? Someone please help me!

I didn't even change anything to it since last month. Can someone with extensive DECORATE knowledge please take a look at it?

http://www.zshare.net/download/4841275ece5d25/

Just to let you know, the guns work properly if you use the "Summon" console command (IE: summon magnum, etc). This is really weird...
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Graf Zahl
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Post by Graf Zahl »

There were some minor changes to ammo handling so it's possible something in there breaks reloading.
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lizardcommando
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Post by lizardcommando »

Ah crap.... This sucks ass. So does this mean I'll have to do some major recoding with most of the weapons?
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Azure Agony
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Post by Azure Agony »

I said about this problem in my post "Decorate label problem"
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TheDarkArchon
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Post by TheDarkArchon »

Graf Zahl wrote:There were some minor changes to ammo handling so it's possible something in there breaks reloading.
I think it has something to do with the backpack. The ammo types that handle reloading in the mod don't have Ammo.BackpackMaxAmount defined and unless the player picks up the weapon in question before the backpack, said ammo types will end up having a maximum value of 0, not Inventory.MaxAmount. Any types picked up before the backpack are unaffected.
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Graf Zahl
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Post by Graf Zahl »

Thanks for that information.
Actually this was a very old bug that has been there since the addition of the new inventory system but it was masked by the other bug I fixed recently.
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TheDarkArchon
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Post by TheDarkArchon »

Is it to do with *ABackpackItem::CreateCopy blindly assuming that the BackpackMaxAmount was initialised for new ammo types when picking up a backpack?
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lizardcommando
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Post by lizardcommando »

Ok, so to fix this, do I do what TDA suggested? How would the coding look in DECORATE?
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Graf Zahl
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Post by Graf Zahl »

It's a bug. You have to wait for the next version.
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TheDarkArchon
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Post by TheDarkArchon »

Adding one line should solve it. The coding would look like this:

Code: Select all

ACTOR ReloadanGaems : Ammo
{
          Inventory.MaxAmount x
          Ammo.BackpackMaxAmount x
          Inventory.Icon ICON
}
x being the clip size, ICON being the icon you want to use. Everything else to do with the weapon stays the same.
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lizardcommando
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Post by lizardcommando »

Graf Zahl wrote:It's a bug. You have to wait for the next version.
Well, I guess I'll just have to wait for the next version then. :)
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