A_FireCustomMissile's useammo parameter should NOT use ammo if not called from a weapon

This commit is contained in:
Kyle Evans 2015-03-10 11:58:10 -04:00 committed by Randy Heit
parent 4f04fb4fbd
commit bc206f21af

View file

@ -1337,7 +1337,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
AWeapon * weapon=player->ReadyWeapon; AWeapon * weapon=player->ReadyWeapon;
AActor *linetarget; AActor *linetarget;
if (UseAmmo && weapon) // Only use ammo if called from a weapon
if (UseAmmo && ACTION_CALL_FROM_WEAPON() && weapon)
{ {
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
} }
@ -5892,4 +5893,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
ACTION_PARAM_START(1); ACTION_PARAM_START(1);
ACTION_PARAM_INT(max, 1); ACTION_PARAM_INT(max, 1);
self->RipLevelMax = max; self->RipLevelMax = max;
} }