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Talk:InitialAmmo: Difference between revisions

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Re: -2
 
Vinifera7 (talk | contribs)
Okay, I'm wrong.
 
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{{quote|Vinifera7|InitialAmmo{{Equal}}-2 results in the unit being created with an empty ammo supply.}}
{{quote|Vinifera7|InitialAmmo{{Equal}}-2 results in the unit being created with an empty ammo supply.}}
:: Are you sure about that? I don't see any -2 comparisons in the code... (I didn't yet have time to dig into the chrono stuff, sorry.) ''//[[User:DCoder|DCoder]] 07:17, 20 December 2009 (UTC)''
:: Are you sure about that? I don't see any -2 comparisons in the code... (I didn't yet have time to dig into the chrono stuff, sorry.) ''//[[User:DCoder|DCoder]] 07:17, 20 December 2009 (UTC)''
:::Okay, I'm wrong. I came to that conclusion a long time ago and I never double checked. In actuality, a negative integer ''other'' than −1, which is a special case, will result in the unit starting with that much ammo. If a unit starts with −2 ammo, it will have to automatically reload three times before having one usable ammo point. I will update the page later. Thanks for catching that. //[[User:Vinifera7|Vinifera7]] 19:25, 20 December 2009 (UTC)

Latest revision as of 19:25, 20 December 2009

Vinifera7:
 
 
InitialAmmo=-2 results in the unit being created with an empty ammo supply.
 
Are you sure about that? I don't see any -2 comparisons in the code... (I didn't yet have time to dig into the chrono stuff, sorry.) //DCoder 07:17, 20 December 2009 (UTC)
Okay, I'm wrong. I came to that conclusion a long time ago and I never double checked. In actuality, a negative integer other than −1, which is a special case, will result in the unit starting with that much ammo. If a unit starts with −2 ammo, it will have to automatically reload three times before having one usable ammo point. I will update the page later. Thanks for catching that. //Vinifera7 19:25, 20 December 2009 (UTC)