Sorry, I guess I am not explaining myself very well (I think Graf and Gez got it).
Let's say you load zdoom like this:
Code: Select all
zdoom -file MegaPwad.wad WeaponsPwad.wad
...and let's assume that MegaPwad.wad (an old zdoom wad) defines some weapons slots in KEYCONF.
Here's the behavior I'd expect: slot definitions in WeaponsPwad will override those in MegaPwad.
If WeaponsPwad defines slots in KEYCONF, you get the expected behavior.
If WeaponsPwad defines slots in an a custom Player class, you get the slots from MegaPwad and the weapons from WeaponsPwad (not expected or desired behavior).
So, to be sure your new weapons wad will override slot settings in other wads, you have to set the slots in KEYCONF. See what I mean now?
Sorry, I guess I am not explaining myself very well (I think Graf and Gez got it).
Let's say you load zdoom like this:
[code]zdoom -file MegaPwad.wad WeaponsPwad.wad[/code]
...and let's assume that MegaPwad.wad (an old zdoom wad) defines some weapons slots in KEYCONF.
Here's the behavior I'd expect: slot definitions in WeaponsPwad will override those in MegaPwad.
If WeaponsPwad defines slots in KEYCONF, you get the expected behavior.
If WeaponsPwad defines slots in an a custom Player class, you get the slots from MegaPwad and the weapons from WeaponsPwad (not expected or desired behavior).
So, to be sure your new weapons wad will override slot settings in other wads, you have to set the slots in KEYCONF. See what I mean now?