Question about +IGNORESKILL

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

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

Question about +IGNORESKILL

Post by DoomRater »

Does adding +IGNORESKILL affect A_GiveInventory codepointer behavior within a weapon that has this flag set? This could finally end the annoying double ammo reloading bug that has plagued custom weapons since the start!
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

No. It has to be set on the item being given. But you can get around this by creating a subclass of the ammo type with this flag set.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Can't you just put on the ammo type in question? The problem is that the clip ammo type is given twice per unit of main ammo removed, +IGNORESKILL on the clip ammo type should work.
User avatar
DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey
Contact:

Post by DoomRater »

Er, yeah, that's pretty much what Graf said. I just wanted clarification on how exactly it worked.

Oh, and I assume all of Strife's ammo types and weapons will get a similar flag sometime soon for its hardest difficulty?
Locked

Return to “GZDoom”