[not a bug] JumpIfNoAmmo() always passes when infiniteammo
Posted: Sun Apr 30, 2006 20:25
I'm trying to force the player to have to reload despite having infiniteammo turned on. I'm not sure it makes sense to always pass the ammo check when infinite ammo is on, even if there's no ammo.
Was that intentional? If so, I'll just rewrite the code to be more specific.
Was that intentional? If so, I'll just rewrite the code to be more specific.