A CheckForReload: Difference between revisions
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m (Italicized "counter" to indicate its variableness.) |
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'''A_CheckForReload''' (int ''counter'', str ''state''[, bool ''dontincrement'']) |
'''A_CheckForReload''' (int ''counter'', str ''state''[, bool ''dontincrement'']) |
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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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== Examples == |
== Examples == |
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Revision as of 19:59, 19 March 2011
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