For some reason, there are two cell counters.
One is for Cell, and the other is Cell2.
Cell holds the original 600 max while Cell2 holds a max of 300.
On top of that, there is a duplicate of the Plasma Rifle on the HUD, too.
I don't know why any of this is happening. I can only guess sloppy code.
But there's not a single weapon in the mod that uses the original ammo.
Provided below are a screenshot and the whole code lump which contains the ammo replacements.
Screenshot showing the extra plasma rifle and cell counter
Spoiler: (Open)Here is the full "VanillaWeaps" decorate lump
Notice how there is a second plasma rifle under the bfg10k
And the extra cells counter under the normal 300 max one.
Spoiler: (Open)Also here is the full KEYCONF lumpCode: Select all
Actor StartFist : Fist { Tag "Knuckle Duster" AttackSound "FistPunch" States { Ready: PUNG A 0 A_PlaySound("FistUp") PUNG A 1 A_WeaponReady Goto Ready+1 Fire: PUNG B 4 TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "Berserked") Normal: PUNG C 4 A_CustomPunch(2 * random(1, 10), TRUE,0,BulletPuff,74,1) //Expected ")" but got "," Goto FireEnd //Nice, nice. //So I can program the fist to have vampirism, Berserked: //but I can't limit how much health the meleer gets from each punch. PUNG C 4 A_CustomPunch(20 * random(1, 10), TRUE,0,BulletPuff,74,1) //Fucking genious, I tell you. FireEnd: PUNG D 5 PUNG C 4 PUNG B 5 A_ReFire Goto Ready+1 } } Actor Fist2 : Fist replaces Fist { Tag "Knuckle Duster" States { Ready: PUNG A 0 A_PlaySound("FistUp") PUNG A 1 A_WeaponReady Goto Ready+1 } } Actor Pistol2 : Pistol replaces Pistol { Tag "Pistol" Weapon.AmmoType "Clip2" Weapon.AmmoUse "1" Decal BulletChip States { Ready: PISG A 0 A_PlaySound("PistolUp") PISG A 1 A_WeaponReady Goto Ready+1 Fire: PISG A 4 PISG B 0 A_PlaySound("weapons/pistol") PISG B 0 A_TakeInventory("Clip",1,TIF_NOTAKEINFINITE) PISG B 1 Bright A_FireBullets(0,0,1,random(1,3),"BulletPuff",0) PISG CDEF 2 PISG F 1 PISG F 2 A_ReFire Goto Ready+1 Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone } } Actor Shotgun2 : Shotgun replaces Shotgun { Tag "Shotgun" Weapon.AmmoType "Shell2" States { Ready: SHTG A 0 A_PlaySound("ShotUp") SHTG A 1 A_WeaponReady Goto Ready+1 } } Actor SuperShotgun2 : SuperShotgun replaces SuperShotgun { Tag "Super Shotgun" Weapon.AmmoType "Shell2" States { Ready: SHT2 A 0 A_PlaySound("weapons/sshotc") SHT2 A 1 A_WeaponReady Goto Ready+1 } } Actor Chaingun2 : Chaingun replaces Chaingun { Tag "Chaingun" Weapon.AmmoType "Clip2" States { Ready: CHGG A 0 A_PlaySound("ChaingunUp") CHGG A 1 A_WeaponReady Goto Ready+1 } } Actor Minigun2 : Minigun replaces Minigun { Tag "Minigun" Weapon.AmmoType "Clip2" States { Ready: MNGG A 0 A_PlaySound("MiniGUp") MNGG A 1 A_WeaponReady Goto Ready+1 } } Actor RocketLauncher2 : RocketLauncher replaces RocketLauncher { Tag "Rocket Launcher" Weapon.AmmoType "RocketAmmo2" States { Ready: MISG A 0 A_PlaySound("RocketUp") MISG A 1 A_WeaponReady Goto Ready+1 } } Actor GrenadeLauncher2 : GrenadeLauncher replaces GrenadeLauncher { Tag "Grenade Launcher" Weapon.AmmoType "RocketAmmo2" States { Ready: GRLG A 0 A_PlaySound("GrenUp") GRLG A 1 A_WeaponReady Goto Ready+1 } } Actor CoopPlasmaRifle : PlasmaRifle replaces PlasmaRifle { Tag "Plasma Gun" Weapon.AmmoType "Cell2" States { Ready: PLSG A 0 A_PlaySound("PlasmaUp") PLSG A 1 A_WeaponReady Goto Ready+1 Fire: PLSF A 1 A_FireCustomMissile("PlasmaBall",0,1) PLSF BA 1 PLSG B 20 A_ReFire Goto Ready+1 } } Actor CoopBFG9000 : BFG9000 replaces BFG9000 { Weapon.AmmoType "Cell2" States { Ready: BFGG A 0 A_PlaySound("BFGUp") BFGG A 1 A_WeaponReady Goto Ready+1 Fire: BFGG A 20 A_BFGSound BFGG B 15 A_GunFlash BFGG C 6 A_FireBFG BFGG BA 5 A_ReFire Goto Ready+1 } } Actor CoopBFG10k : BFG10K replaces BFG10K { Tag "BFG10k" Weapon.AmmoType "Cell2" Decal BFGLightning States { Ready: BG2G A 20 A_PlaySound("10kUp") BG2G A 0 A_PlaySound("weapons/bfg10kidle") BG2G A 1 A_WeaponReady BG2G A 1 A_WeaponReady BG2G A 1 A_WeaponReady BG2G B 1 A_WeaponReady BG2G B 1 A_WeaponReady BG2G B 1 A_WeaponReady BG2G C 1 A_WeaponReady BG2G C 1 A_WeaponReady BG2G C 1 A_WeaponReady BG2G D 1 A_WeaponReady BG2G D 1 A_WeaponReady BG2G D 1 A_WeaponReady Goto Ready+1 Fire: BG2G E 20 A_PlaySound ("weapons/bfg10kf") BG2G F 4 BG2G G 1 BG2G H 1 BG2G I 1 BG2G J 1 Goto Hold Hold: BG2G K 2 A_GunFlash BG2G L 2 A_FireBullets(0,0,1,0,"BFG10kShot") BG2G M 2 BG2G N 0 A_ReFire BG2G O 35 A_PlaySound ("weapons/bfg10kcool") Goto Ready+1 } } Actor Clip2 : Ammo replaces Clip { Inventory.PickupMessage "$GOTCLIP" Inventory.Amount 10 Inventory.MaxAmount 200 Ammo.BackpackAmount 10 Ammo.BackpackMaxAmount 200 Inventory.Icon "CLIPA0" States { Spawn: CLIP A -1 Stop } } Actor ClipBox2 : Clip2 replaces ClipBox { Inventory.PickupMessage "$GOTCLIPBOX" Inventory.Amount 50 States { Spawn: AMMO A -1 Stop } } Actor Shell2 : Ammo replaces Shell { Inventory.PickupMessage "$GOTSHELLS" Inventory.Amount 4 Inventory.MaxAmount 50 Ammo.BackpackAmount 4 Ammo.BackpackMaxAmount 50 Inventory.Icon "SHELA0" States { Spawn: SHEL A -1 Stop } } Actor ShellBox2 : Shell2 replaces ShellBox { Inventory.PickupMessage "$GOTSHELLBOX" Inventory.Amount 20 States { Spawn: SBOX A -1 Stop } } Actor RocketAmmo2 : Ammo replaces RocketAmmo { Inventory.PickupMessage "$GOTROCKET" Inventory.Amount 1 Inventory.MaxAmount 50 Ammo.BackpackAmount 1 Ammo.BackpackMaxAmount 50 Inventory.Icon "ROCKA0" States { Spawn: ROCK A -1 Stop } } Actor RocketBox2 : RocketAmmo2 replaces RocketBox { Inventory.PickupMessage "$GOTROCKBOX" Inventory.Amount 5 States { Spawn: BROK A -1 Stop } } Actor Cell2 : Ammo replaces Cell { Inventory.PickupMessage "$GOTCELL" Inventory.Amount 20 Inventory.MaxAmount 150 Ammo.BackpackAmount 20 Ammo.BackpackMaxAmount 300 Inventory.Icon "CELLA0" States { Spawn: CELL A -1 Stop } } Actor CellPack2 : Cell2 replaces CellPack { Inventory.PickupMessage "$GOTCELLBOX" Inventory.Amount 100 States { Spawn: CELP A -1 Stop } }
Spoiler: (Open)Code: Select all
ClearPlayerClasses AddPlayerClass FistStart AddPlayerClass PistolStart AddPlayerClass ShotgunStart AddPlayerClass ChaingunStart WeaponSection FistStart SetSlot 1 StartFist Chainsaw AbyssClaw SetSlot 2 Pistol2 AbyssRevolver SetSlot 3 Shotgun2 SuperShotgun2 QuadShotgun AbyssShrapnelGun SetSlot 4 Chaingun2 Minigun2 SetSlot 5 RocketLauncher2 GrenadeLauncher2 SetSlot 6 CoopPlasmaRifle SonicRailgun SetSlot 7 CoopBFG9000 CoopBFG10k SetSlot 8 AbyssHands AbyssLightning WeaponSection PistolStart SetSlot 1 StartFist Fist2 Chainsaw AbyssClaw SetSlot 2 Pistol2 AbyssRevolver SetSlot 3 Shotgun2 SuperShotgun2 QuadShotgun AbyssShrapnelGun SetSlot 4 Chaingun2 Minigun2 SetSlot 5 RocketLauncher2 GrenadeLauncher2 SetSlot 6 CoopPlasmaRifle SonicRailgun SetSlot 7 CoopBFG9000 CoopBFG10k SetSlot 8 AbyssHands AbyssLightning WeaponSection ShotgunStart SetSlot 1 StartFist Fist2 Chainsaw AbyssClaw SetSlot 2 Pistol2 AbyssRevolver SetSlot 3 Shotgun2 SuperShotgun2 QuadShotgun AbyssShrapnelGun SetSlot 4 Chaingun2 Minigun2 SetSlot 5 RocketLauncher2 GrenadeLauncher2 SetSlot 6 CoopPlasmaRifle SonicRailgun SetSlot 7 CoopBFG9000 CoopBFG10k SetSlot 8 AbyssHands AbyssLightning WeaponSection ChaingunStart SetSlot 1 StartFist Fist2 Chainsaw AbyssClaw SetSlot 2 Pistol2 AbyssRevolver SetSlot 3 Shotgun2 SuperShotgun2 QuadShotgun AbyssShrapnelGun SetSlot 4 Chaingun2 Minigun2 SetSlot 5 RocketLauncher2 GrenadeLauncher2 SetSlot 6 CoopPlasmaRifle SonicRailgun SetSlot 7 CoopBFG9000 CoopBFG10k SetSlot 8 AbyssHands AbyssLightning