The code of the thing looks like this:
Code: Select all
ACTOR WeaponXPlaced : CustomInventory
{
radius 20
height 28
+SHOOTABLE
+NOBLOOD
+NODAMAGE
+GHOST +NOBLOCKMONST
+FLOORCLIP
+INVENTORY.IGNORESKILL
Scale 0.2
Inventory.Amount 1
Inventory.PickupMessage "Something."
States
{
Spawn:
D013 P -1
Loop
Pickup:
TNT1 A 0 A_GiveInventory("WeaponX",1)
TNT1 A 0 A_GiveInventory("AmmoX",2)
Stop
}
}
I kinda see it like a bug, but I wanted to ask if this is standard behavior and if you know a way around it