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[not a bug] JumpIfNoAmmo() always passes when infiniteammo

Posted: Sun Apr 30, 2006 20:25
by DoomRater
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.

Posted: Sun Apr 30, 2006 21:41
by Graf Zahl
The internal ammo check function always returns true with infinite ammo on (it has to for it to work) so yes, this is intentional. Infinite ammo means you always have enough ammo to shoot.

Posted: Sun Apr 30, 2006 23:41
by DoomRater
Recoded instead.