> > Message: 5 > Date: Thu, 12 Feb 2009 23:47:36 -0800 > From: Tony Sergi <[email protected]> > Subject: Re: [hlcoders] Weird Reloading Glitch: Multiple Weapons > Reloading with One Button Press > To: Discussion of Half-Life Programming > <[email protected]> > Message-ID: > < > 7315746f7efcaf4a93699ce8fa5797861490b57...@exchange07.valvesoftware.com> > > Content-Type: text/plain; charset="us-ascii" > > Well that's odd. The total ammo reduction in a scenario like that assuming > you were reloading both weapons would definitely take 11 away from the total > pool, but I don't see how you're reloading the shotgun as well. > > Try throwing in a breakpoint and watch how much ammo is actually being > taken away during each reload. > > -Tony
Well, I figured it out without throwing in a breakpoint. What was happening is that CBasePlayer calls a function named ItemHolsterFrame which reloads non-active weapons after 3 seconds or when you hit the reload key. Since normally you'd never see the game siphon ammo away to a non-active weapon, it looked like a bug. The way around it is simply to comment out the call to ItemHolsterFrame in CBasePlayer. It has absolutely no adverse effects on gameplay that I can tell. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

