I get that, in fact I explained it above, but what I talking about is this:
Code:
else if ((item->Click.Type == ET_ClickEffect) || (item->Click.Type == ET_Expendable) || (item->Click.Type == ET_EquipClick) || (item->Click.Type == ET_ClickEffect2))
{
if (inst->GetCharges() == 0)
{
//Message(0, "This item is out of charges.");
Message_StringID(13, ITEM_OUT_OF_CHARGES);
}
If inst->GetCharges() returns -1 we shouldn't get an out of charges message.
Elsewhere only maxcharges is tested, so unless the client has a particular problem with it, the rest of the server appears to be expecting the possibility.