Problems w/ a decorate weapon
Posted: Thu Nov 24, 2005 2:26
I've been working on a decorate weapons mod, and my latest weapon is giving me some problems. Here's the code for the weapon:
Now here's the problem. AltFire is supposed to reload the gun, and it works fine until it's loading in the last shell. At this point GZDoom just crashes and asks me if I want to send an error report. I can't find any errors with the code and I've used the same reloading method for another weapon and it works perfectly fine. So can anyone see the problem?
Code: Select all
ACTOR Spaz12 : Weapon
{
Weapon.SelectionOrder 510
Weapon.KickBack 300
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picked up a Spaz 12 Combat Shotgun."
Weapon.AmmoType1 "ShellIn"
Weapon.AmmoGive1 0
Weapon.AmmoUse1 1
Weapon.AmmoType2 "Shell"
Weapon.AmmoGive2 8
Weapon.AmmoUse2 0
AttackSound "weapons/spaz12"
+AMMO_OPTIONAL
States
{
Spawn:
SPZP A -1
Stop
Ready:
SPAZ A 1 A_WeaponReady
Loop
Deselect:
SPAZ A 1 A_Lower
Loop
Select:
SPAZ A 1 A_Raise
Loop
Fire:
SPAZ A 0 A_JumpIfNoAmmo(13)
SPAZ A 4
SPZF A 3 A_FireBullets(8, 8, 10, 7, 0, 1)
SPZF B 3 A_Recoil(2)
SPAZ AB 5
SPAZ CD 5
SPAZ A 0 A_FireCustomMissile("ShellCase", 270, 0, 5, 0)
SPAZ C 5
SPAZ B 5
SPAZ A 4 A_ReFire
Goto Ready
Altfire:
SPAZ A 0 A_JumpIfInventory("ShellIn",8,2)
SPAZ A 0 A_JumpIfInventory("Shell",1,2)
SPAZ A 0
Goto Ready
SPAZ AF 4
SPAZ E 10
SPAZ HG 5
SPAZ H 5 A_PlaySound("weapons/shellin")
SPAZ A 0 A_TakeInventory("Shell", 1)
SPAZ A 0 A_GiveInventory("ShellIn", 1)
SPAZ A 0 A_JumpIfInventory("ShellIn",8,2)
SPAZ A 0 A_JumpIfInventory("Shell",1,2)
SPAZ A 0
Goto Altfire+18
SPAZ A 0
Goto Altfire+6
SPAZ E 6
SPAZ FA 4
Goto Ready
}
}