Support | News | Classic | F.A.Q. | Discord | Discussions | Wiki | Roadmap

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.

RangeLow is the zero value.

    Walt either way "HasZeroAmmoSprite" acts really weird with RangeLow/RangeHigh ammosprites

      Can I have an example of how it's not working properly?

        Write a Reply...