GZDoom already adopted the A_WolfAttack codepointer which allows to create enemy hitscan attacks that behave like in Wolfenstein 3D.
It feels kinda weird that the player oriented variant, A_GunAttack, wasn't brought over yet. This would of course enable the creation of Wolf3D-like player weapons.
Lastly, ECWolf's version of the ammo actor has an additional property, ammo.backpackboostamount.
The 3D0, Jaguar, Mac & SNES ports of Wolf3D had backpacks, that like Doom increased the maximum carrying capacity. However, instead of doubling the amount, it was increased by a specific value until it reached a defined maximum.
In the SNES version for example, you could carry 99 bullets max, 199 with one backpack and a maximum of 299 if you found a second backpack. All backpacks collected afterwards had no capacity boosting effect, only giving ammo.
Implementation should be possible without breaking compatibility with older mods. Simply treat the absence of the property like Doom's default: Ammo.MaxAmount -> Ammo.BackpackMaxAmount after picking up a backpackitem.
Otherwise, increment Ammo.MaxAmount by BackpackBoostAmount for each subsequent BackpackItem until BackpackMaxAmount has been reached.
To prevent going over the limit imposed by BackpackMaxAmount, BackpackBoostAmount is clamped at (BackpackMaxAmount - MaxAmount).
Additionally, if only BackpackBoostAmount without BackpackMaxAmount is specified, have the max amount be 2147483647
This would be a good substitute or alternative for CustomInventory actors with SetAmmoCapacity
GZDoom already adopted the A_WolfAttack codepointer which allows to create enemy hitscan attacks that behave like in Wolfenstein 3D.
It feels kinda weird that the player oriented variant, A_GunAttack, wasn't brought over yet. This would of course enable the creation of Wolf3D-like player weapons.
Lastly, ECWolf's version of the ammo actor has an additional property, ammo.backpackboostamount.
The 3D0, Jaguar, Mac & SNES ports of Wolf3D had backpacks, that like Doom increased the maximum carrying capacity. However, instead of doubling the amount, it was increased by a specific value until it reached a defined maximum.
In the SNES version for example, you could carry 99 bullets max, 199 with one backpack and a maximum of 299 if you found a second backpack. All backpacks collected afterwards had no capacity boosting effect, only giving ammo.
Implementation should be possible without breaking compatibility with older mods. Simply treat the absence of the property like Doom's default: Ammo.MaxAmount -> Ammo.BackpackMaxAmount after picking up a backpackitem.
Otherwise, increment Ammo.MaxAmount by BackpackBoostAmount for each subsequent BackpackItem until BackpackMaxAmount has been reached.
To prevent going over the limit imposed by BackpackMaxAmount, BackpackBoostAmount is clamped at (BackpackMaxAmount - MaxAmount).
Additionally, if only BackpackBoostAmount without BackpackMaxAmount is specified, have the max amount be 2147483647 :P
This would be a good substitute or alternative for CustomInventory actors with SetAmmoCapacity :wink: