A_FAxeCheckReadyG

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A_FAxeCheckReadyG
(no parameters)

Calls A_WeaponReady and checks if the current weapon has enough ammo. If it doesn't, jumps to its Ready state.

It's a shortcut for doing the following, in Timon's Axe ReadyGlow state:

    FAXE L 1 A_WeaponReady
    FAXE L 0 A_JumpIfNoAmmo ("Ready")
    FAXE L 1 A_WeaponReady
    FAXE L 0 A_JumpIfNoAmmo ("Ready")
    FAXE L 1 A_WeaponReady
    FAXE L 0 A_JumpIfNoAmmo ("Ready")
    FAXE M 1 A_WeaponReady
    FAXE M 0 A_JumpIfNoAmmo ("Ready")
    FAXE M 1 A_WeaponReady
    FAXE M 0 A_JumpIfNoAmmo ("Ready")
    FAXE M 1 A_WeaponReady
    FAXE M 0 A_JumpIfNoAmmo ("Ready")
    loop

This codepointer is restricted to FWeapAxe and derived classes.