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Jaxxoon R

Mario Fireball Weapon

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I'm trying to recreate the Fire Flower from Mario, and things were going well until I started working with the ammo. I'm trying to make it so that you can only fire two fireballs at a time like in the actual games. It works extremely well, but I've hit a bit of a roadblock:

I can't keep it from switching when it runs out of the pseudo-ammo I've created for it. Here's the DECORATE script:

Actor FireFlower : Weapon
{
Weapon.AmmoType1 "FireFlowerAmmo"
Weapon.UpSound   "powers/ringup"
Weapon.AmmoGive 2
Weapon.AmmoUse1 1
+ALT_AMMO_OPTIONAL
+NOALERT
+BOUNCEONWALLS
+NOAUTOFIRE
Inventory.PickupMessage "Power Get: Fire Flower!"
States
{
Ready:
	MINE A 1 A_WeaponReady
	Loop
Select:
	TNT1 A 0 
	TNT1 A 0 A_GiveInventory("FireFlowerAmmo")
	MINE A 1 A_Raise
	Loop
Deselect:
	MINE A 1 A_Lower
	Loop
Fire:
	NULL A 1
	MIN3 FG 1
	TNT1 A 0 A_Playsound("FlowerBall/Woosh")
	MIN3 H 1 A_FireCustomMissile("PlayerFireBall",0,1,0,0,0,0)
	MIN3 IJKL 1
	NULL A 1 
	MINE GFDB 1
	MINE A 1 A_ReFire
	Goto Ready
AltFire:
	MIN2 A 1
	MIN2 ACEGH 1
	MINE GFEDCB 1
	MINE A 1 A_ReFire
	Goto Ready
Spawn:
	TNT1 A 0
	TNT1 A 0 ThrustThing(random (1,360), 5, 0, 0)
        TNT1 A 0 ThrustThingz(0,8,0,1)
	FFLW ABCDEF 5 Bright
	Goto Land
Land:
	FFLW ABCDEF 5 Bright
	Loop
}
}
(The alt attack, by the way, I plan on turning into a sort of 'lantern mode' that lets you cast a light in the dark)

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