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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002880 | Zandronum | [All Projects] Bug | public | 2016-10-11 06:27 | 2016-10-12 23:39 | ||||
Reporter | unknownna | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||
Status | closed | Resolution | won't fix | ||||||
Platform | OS | OS Version | |||||||
Product Version | 2.1 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002880: cl_noammoswitch switches to empty weapons if Weapon.AmmoUse is 0 or when AltFire state is present | ||||||||
Description | I was testing some mods and got confused wondering why the client was able to switch over to weapons without any ammo despite having cl_noammoswitch set to false. I investigated the issue further and narrowed it down to cl_noammoswitch not working if the weapons have Weapon.AmmoUse1/2 set to 0 or if the weapons have an AltFire state present in the DECORATE code. It's been this way since forever. It's also broken in Skulltag 98d. | ||||||||
Steps To Reproduce | 1. zandronum -iwad doom2.wad -file pwo_ammotype_02.wad +map map01 +cl_noammoswitch 0 2. Fire the chaingun, using up the ammo. 3. Notice how you can still cycle between your empty weapons despite not having any ammo. | ||||||||
Additional Information | Actor Pistol_02 : Pistol | ||||||||
Attached Files | ![]() ![]() | ||||||||
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Edward-san (developer) 2016-10-11 07:29 |
Does changing sv_dontcheckammo on/off change the behavior? |
unknownna (updater) 2016-10-11 07:34 edited on: 2016-10-11 07:47 |
I just tried it and it doesn't seem to change anything. I can still select both empty weapons. I also tested ZDoom 2.8.1 and you can also select both weapons there, so it might be a bug/side-effect inherited from the ZDoom behavior. Although Weapon.AmmoUse 0 is technically like having infinite ammo, many mods don't seem to actually fire the weapon in the fire state unless the player has another ammo item present in the inventory. |
unknownna (updater) 2016-10-11 18:56 |
I went ahead and made a bug report over at the ZDoom forums. Can select/cycle certain weapons with empty ammo |
unknownna (updater) 2016-10-12 23:39 |
It's apparently not a bug, as the engine assumes that Weapon.AmmUse1/2 is 0 by default unless you explicitly define "Weapon.AmmoUse1/2 1". And since "Weapon.AmmoUse1/2 0" is like having infinite ammo, it naturally allows you to select the weapon. Unfortunately this seems to be a case of popular mods working around the system with their custom reloading, allowing them to bypass any "empty" status. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2016-10-11 06:27 | unknownna | New Issue | |
2016-10-11 06:27 | unknownna | File Added: pwo_ammotype_02.wad | |
2016-10-11 06:27 | unknownna | File Added: Screenshot.png | |
2016-10-11 07:29 | Edward-san | Note Added: 0015892 | |
2016-10-11 07:29 | Edward-san | Assigned To | => Edward-san |
2016-10-11 07:29 | Edward-san | Status | new => feedback |
2016-10-11 07:34 | unknownna | Note Added: 0015893 | |
2016-10-11 07:34 | unknownna | Status | feedback => assigned |
2016-10-11 07:42 | unknownna | Note Edited: 0015893 | View Revisions |
2016-10-11 07:47 | unknownna | Note Edited: 0015893 | View Revisions |
2016-10-11 08:34 | Edward-san | Assigned To | Edward-san => |
2016-10-11 08:34 | Edward-san | Status | assigned => new |
2016-10-11 18:56 | unknownna | Note Added: 0015899 | |
2016-10-11 18:58 | unknownna | Status | new => acknowledged |
2016-10-11 18:58 | unknownna | Resolution | open => waiting for zdoom |
2016-10-12 23:39 | unknownna | Note Added: 0015938 | |
2016-10-12 23:39 | unknownna | Status | acknowledged => closed |
2016-10-12 23:39 | unknownna | Resolution | waiting for zdoom => won't fix |
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