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>> No.7698691 [View]
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7698691

>>7698503
>is the issue caused by the lava nails specifically?
Not specifically, no. I'm pretty sure most of the issue comes from me having to change bitflags around to make the new weapons fit since those are (presumably) what the engine reads to figure out hud icons. I have a general idea of how to go about fixing this though...

The DOE 'ammo types' technically have whole new weapons in addition to the actual ammo. If I can remove the weapons then I'll have enough space to put vanilla ammos back where they should be. Since those weapons all have the same animations as the normal ones, I'm pretty sure I can rig an actual ammo switch that swaps the weapon model and calls a different firing function.

Regardless though, I want to concentrate on getting full PD2 monster integration done for the next release before I delve too heavily into this autism.

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