Cutstuff Forum
Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Rejected => Topic started by: Xhatahx on October 03, 2016, 05:25:10 PM
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Fire:
BUST B 0 A_JumpIfNoAmmo("NoAmmo") //Uh, why?
BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)
BUST CD 3
BUST B 2
BUST B 0 A_Refire
goto Ready2+1
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Okay, I appreciate you being active on this forum, but in the future please pay attention to the tone you present in your posts; constructive criticism and suggestion are of course always welcome, but the tone you've been presenting in some of your posts is not. Please keep that in mind in the future!
As for the content of this post... It's just something that's listed on every weapon (since on most weapons it makes more sense lol), so I imagine it's just a relic of copypasting/standardization.
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Most likely, it's a holdover of when the Megabuster cost ammo in an unreleased version.
It hasn't been removed because it's not really a huge deal.
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Buster Ammo is removed from this weapon when we don't want the player to be able to fire, probably useful in some mod but we use it for cutscenes.