The part that I`m stuck on is figuring out how to actually make it so that you don`t use up ammo when you fire weapons, while you have the power-up.
// check for conservation#if ROGUE_FEATURES if ((ConservationFramenum > Level.Frame) && !(DamageFlags & DF_INFINITE_AMMO)) { if (PainDebounceTime < Level.Frame) { Entity->PlaySound (CHAN_ITEM, SoundIndex("items/protect4.wav")); PainDebounceTime = Level.Frame + 20; } take = 0; save = ITEMFLAG_AMMO; }#endif