A JumpIfNoAmmo: Difference between revisions

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{{underscore|DISPLAYTITLE:A_JumpIfNoAmmo}}
'''[[Classes:StateProvider|StateProvider]]'''
'''A_JumpIfNoAmmo''' (int ''offset'')<br>
'''A_JumpIfNoAmmo''' (str ''state'') {{svn}}
 
{{c|state '''A_JumpIfNoAmmo''' (int ''offset'')<br>}}
{{Needquotes}}
 
{{c|state '''A_JumpIfNoAmmo''' (strStateLabel ''statelabel'') {{svn}}
 
== Usage ==
This function can only be used with [[Classes:{{Class|Weapon|weapons]]}}. It jumps if the carrying player doesn't have enough ammunition for one attack of the currently used attack mode (defaulting to primary fire if called outside of a fire state).
 
This function also checks for the Infinite Ammo DMFlag or the infinite ammo powerup. If either are present, this will never jump.
 
''Offset'' is the number of frames to jump ahead when there is no ammo.
''State'' is what state to jump to when you're out of ammo.
 
=== Parameters ===
Like other jump functions designed for DECORATE, this function's first argument accept different values, either a [[ZScript data types#StateLabel|state label]], or an integer number:
*{{c|int '''offset'''}}
:The number of states to skip over (''including'' the one where this function is called).
*{{c|StateLabel '''label'''}}
:The [[Actor_states#State_labels|name of the state sequence]] to jump to. The name must be given in quotation marks.
 
== Examples ==
 
{{noexamples}}
States
{
Fire:
TNT1 A 0 '''A_JumpIfNoAmmo'''("Reload");
CISG B 1 BRIGHT
{
[[A_GunFlash]]();
[[A_FireBullets]](3, 2, -1, 9, pufftype: 'BulletHitPuff');
}
CISG CDE 2;
Goto Ready;
 
[[Category:Decorate Jump functions]]
[[Category:StateProvider]]