Currently, HasZeroAmmoSprite
is bugged when inherited code is used and RangeLow
is different from 0.
The zero-sprite would only show up when the RangeLow value is met.
Since it's possible modders want the zero-sprite to show up for different zero-values I'm suggesting an option to set the zero-value.
HasZeroAmmoSprite for different RangeLow value
RangeLow
is the zero value.
Can I have an example of how it's not working properly?