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)
			
			
									
						
										
						A_TakeAmmo
Moderator: Graf Zahl
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I am trying to figure out how this is cheating. That, or how about explaining how I am supposed to check for this myself?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.
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