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A_FireCustomMissile's useammo parameter should NOT use ammo if not called from a weapon
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1 changed files with 3 additions and 2 deletions
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@ -1337,7 +1337,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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AWeapon * weapon=player->ReadyWeapon;
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AActor *linetarget;
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if (UseAmmo && weapon)
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// Only use ammo if called from a weapon
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if (UseAmmo && ACTION_CALL_FROM_WEAPON() && weapon)
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
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}
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@ -5892,4 +5893,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(max, 1);
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self->RipLevelMax = max;
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}
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}
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