by Fishytza » Fri Nov 11, 2016 5:08 pm
You're saying it's intentional? Well, I found a workaround anyway, but still
Code: Select all
Class CITest : CustomInventory
{
States
{
Spawn:
CLIP A -1 NoDelay A_GiveInventory("Clip", randompick(2,4,8,16));
Stop;
Pickup:
TNT1 A 0 { GiveIt(invoker); }
Stop;
}
void GiveIt(Actor ngaaah)
{
A_LogInt(ngaaah.CountInv("Clip"));
A_SetInventory("Clip", ngaaah.CountInv("Clip"));
}
}
You're saying it's intentional? Well, I found a workaround anyway, but still
[code]Class CITest : CustomInventory
{
States
{
Spawn:
CLIP A -1 NoDelay A_GiveInventory("Clip", randompick(2,4,8,16));
Stop;
Pickup:
TNT1 A 0 { GiveIt(invoker); }
Stop;
}
void GiveIt(Actor ngaaah)
{
A_LogInt(ngaaah.CountInv("Clip"));
A_SetInventory("Clip", ngaaah.CountInv("Clip"));
}
}[/code]