Pointer protection lumped in reload mechanism

I don’t really feel that putting pointer protection and checking if we can fire in the same if statement is a good idea. Not being able to find the barrel is a far more serious game breaking issue than simply waiting for the projectile to reload, which will happen often in normal gameplay. If we modify the Fire() method at a later date to subsequently execute further code, then if for whatever reason a Barrel cannot be found, there is no return from the function to escape Fire(), potentially causing a crash.

Just thought I’d throw it out there! :wink:

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