A CheckForReload: Difference between revisions
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m (Italicized "counter" to indicate its variableness.) |
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'''[[Classes:StateProvider|StateProvider]]''' |
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| ⚫ | Jumps to the specified state if the function has not been called ''counter'' times |
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== Usage == |
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=== Parameters === |
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*{{c|int '''count'''}} |
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:How many times this function should be called for the jump to happen. |
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*{{c|statelabel '''jump'''}} |
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:[[StateLabel|Name of the state sequence]] to jump to. |
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*{{c|bool '''dontincrement'''}} |
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:If <code>true</code> (default is false), then the reload counter isn't increased by a call to this function. |
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== Examples == |
== Examples == |
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Here's an example from the railgun's Fire state sequence using the function: |
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Fire: |
Fire: |
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RLGG E 12 [[A_FireRailgun]] |
RLGG E 12 [[A_FireRailgun]]; |
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RLGG F 6 A_CheckForReload(4, "Reloaded") |
RLGG F 6 A_CheckForReload(4, "Reloaded"); |
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RLGG GHIJK 6 |
RLGG GHIJK 6; |
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RLGG L 6 [[A_ResetReloadCounter]] |
RLGG L 6 [[A_ResetReloadCounter]]; |
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== See also == |
== See also == |
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* [[A_ResetReloadCounter]] |
* [[A_ResetReloadCounter]] |
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[[Category:StateProvider]] |
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[[category:Decorate Weapon functions]]{{DEFAULTSORT:CheckForReload}} |
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Latest revision as of 11:12, 19 November 2024
action state A_CheckForReload(int count, statelabel jump, bool dontincrement = false)
Usage
Jumps to the specified state if the function has not been called counter times. This action is part of a generalized version of Skulltag's A_CheckRailReload and may not be particularly useful for creating complex reloading systems in weapons.
Parameters
- int count
- How many times this function should be called for the jump to happen.
- statelabel jump
- Name of the state sequence to jump to.
- bool dontincrement
- If
true(default is false), then the reload counter isn't increased by a call to this function.
Examples
Here's an example from the railgun's Fire state sequence using the function:
Fire: RLGG E 12 A_FireRailgun; RLGG F 6 A_CheckForReload(4, "Reloaded"); RLGG GHIJK 6; RLGG L 6 A_ResetReloadCounter;