DabbingSquidward wrote:Hate to bring this up again, but weapons dropped by monsters don't contain half ammo. It's obviously because of A_GiveInventory and the FakeWeapon CustomInventory items. I'm not sure if it works, but have you experimented with WeaponGiver or the Inventory.ForbiddenTo/RestrictedTo properties?
Also, I don't know for sure, but I believe DECORATE now supports native playerclass check & jump functionality so you could get rid of your ID token system.
Nothing else to report atm, keep it up!
There are a few reasons for the ammo behavior. While it would be easy enough to say "I never liked the half ammo thing, so I changed it," it's a little more complicated than that.
For starters, weapons with randomization for spawns are rolled individually, per character. This is so that, unlike in Doomzone, you won't come across a spot where there's simply no weapon. To do that, I had to work with the fake inventory pickups to get that to work. Simply adding a RestrictedTo property on the weapon itself would not be enough, and has proven to not be enough in testing (though this property is actually applied to every weapon, in case the "player drops weapon on death" DMFlag is enabled). Had I done it the other way, there might be issues with SlayerGuy specifically, as his Heavy Assault Rifle (common spawn) is actually much rarer when playing as AlphaGuy.
Additionally, fake inventory pickups for MarineGuy, SlayerGuy, QuakeGuy, and ZoraGal have their own unique pickup sounds, for theming purposes.
While there are newer ways of working this out now (and thanks for bringing this to my attention, because I legitimately was not aware), this behavior and the ID token system currently fall under the "If It Isn't Broke, Don't Fix It" category. If it's causing a tangible issue in-game, or is wreaking havoc with the engine, then I'll revisit the subject.