A_TakeAmmo

Moderator: Graf Zahl

User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey

A_TakeAmmo

Post by DoomRater »

The proposed function simply checks SV_INFINITEAMMO first and then calls TakeInventory if it is false. Needed for certain reloading tricks.

(A_GiveAmmo sounds like it won't happen anytime soon, because it would require too much codework, but this one's braindead simple)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

I don't consider infinite ammo something that has to be considered by any DECORATE code pointer. It's cheating and if your weapons don't work with it, well - too bad.
The HavoX
Posts: 170
Joined: Sun Jul 24, 2005 23:05
Location: Republic, MO

Post by The HavoX »

Personally, I think an "infinite ammo" code pointer would come in handy for certain TCs using weapons with unlimited ammo (e.g. the Proton Pack from GhostBusters DooM II)
User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey

Post by DoomRater »

Graf Zahl wrote:I don't consider infinite ammo something that has to be considered by any DECORATE code pointer. It's cheating and if your weapons don't work with it, well - too bad.
I am trying to figure out how this is cheating. That, or how about explaining how I am supposed to check for this myself?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

Infinite ammo is a cheat. Don't expect everything to work as expected if you are cheating.
User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey

Post by DoomRater »

Why not REMOVE the cheat if you are not going to support it?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

If you circumvent the ammo handling I can't guarantee that your creations work properly, plain and simple. All the reloading methods are HACKS and I'll treat them as such. ZDoom needs a real reloading implementation. But that will have to wait a little, until I have time to do it.
User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey

Post by DoomRater »

And I assume it will offer all the common types of reloading handling when it does, right? Loading a shotgun, loading a clip, etc...
User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey

Post by DoomRater »

And what about making a weapon use more ammo when fully charged? What is worse, firing dummy projectiles to count down the ammo, or using a codepointer that just checks for the situation?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Post by Graf Zahl »

I repeat myself: Setting the game to 'infinite ammo' inevitably breaks all ammunition tricks. There's nothing I can do about that.

Return to “Closed Feature Suggestions”