A CheckForReload: Difference between revisions

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m (Italicized "counter" to indicate its variableness.)
m (codepointer template)
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'''A_CheckForReload''' (int ''counter'', str ''state''[, bool ''dontincrement''])
{{codepointer|Weapon}}'''A_CheckForReload''' (int ''counter'', str ''state''[, bool ''dontincrement''])


Jumps to the specified state if the function has not been called ''counter'' times. If ''dontincrement'' is true (default is false), then the reload counter isn't increased by a call to this function. 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. Here's an example from the rail guns fire state using the function.
Jumps to the specified state if the function has not been called ''counter'' times. If ''dontincrement'' is true (default is false), then the reload counter isn't increased by a call to this function. 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. Here's an example from the rail guns fire state using the function.
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== See also ==
== See also ==
* [[A_ResetReloadCounter]]
* [[A_ResetReloadCounter]]

[[category:Decorate Weapon functions]]{{DEFAULTSORT:CheckForReload}}

Revision as of 10:08, 6 September 2012

A_CheckForReload (int counter, str state[, bool dontincrement])

Jumps to the specified state if the function has not been called counter times. If dontincrement is true (default is false), then the reload counter isn't increased by a call to this function. 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. Here's an example from the rail guns fire state using the function.

Examples

 Fire:
   RLGG E 12 A_FireRailgun
   RLGG F 6 A_CheckForReload(4, "Reloaded")
   RLGG GHIJK 6
   RLGG L 6 A_ResetReloadCounter

See also