A JumpIfNoAmmo: Difference between revisions

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m Replaced the deprecated action function
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{{DISPLAYTITLE:A_JumpIfNoAmmo}}
{{codepointer|Jump}}
'''[[Classes:StateProvider|StateProvider]]'''
state '''A_JumpIfNoAmmo''' (int ''offset'')<br />
 
state '''A_JumpIfNoAmmo''' (str "''state''")
{{c|state '''A_JumpIfNoAmmo''' (int ''offset'')<br />}}
{{JumpNotice}}
 
{{c|state '''A_JumpIfNoAmmo''' (strStateLabel "''statelabel''")}}
 
== Usage ==
This function can only be used with {{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).
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''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 ==
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{
Fire:
CISGTNT1 A 0 '''A_JumpIfNoAmmo'''("Reload");
CISG B 1 BRIGHT [[A_GunFlash]]
{
TNT1 A 0 [[A_FireProjectile]]("PistolShellcasingSpawn",0,0,-6,2)
CISG B 1 [[A_FireBulletsA_GunFlash]](3,2,-1,9.2,"BULLETHIT",1,0);
[[A_FireBullets]](3, 2, -1, 9, pufftype: 'BulletHitPuff');
CISG CDE 2
Goto Ready}
CISG CDE 2;
Goto Ready;
 
[[Category:Decorate Jump functions]]
[[Category:StateProvider]]