That's because you have the "Use Ammo" flag set to 1 in the FireCustomMissile frame. After that you tell it to reduce your grenade count by one as well. Set the "Use Ammo" variable to 0 to fix that problem. As for crashing, that's because I was indeed [censored word], and your frame jump should probably skip a goto command like :lizardcommando wrote:That just ended up crashing ZDoom :/
Ok, oddly enough ... The ammo is being taken from BOTH the primary weapon and the grenade themselves. I don't know how the hell I didn't notice that before... Ugh, this is annoying to try and fix. >_<
TNT1 A 0 A_JumpIfInventory("grenadepickup", 1, 1)
goto Ready
GRWU AB 3
Or something like that. With the frame jump set to 2, it's just skipping to the B frame of GRWU. Though I can't think of why it would crash the game the other way - unless of course we're forgetting to remove the "tossgrenade" inventory item after canceling the attack - that would create an infinite loop of going from Ready to Throw to Ready, causing an exception.
With all due respect, I believe the real problem I caused is due to the infinite loop from not removing the inventory item that activates the grenade tossing animation!Vaecrius wrote:stuff