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.
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)
Location: Programmer's Room, talking to Will Harvey
Postby 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?
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.
Location: Programmer's Room, talking to Will Harvey
Postby 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?