A_FAxeCheckReadyG

From ZDoom Wiki
Revision as of 11:30, 15 April 2011 by Gez (talk | contribs) (+cat)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

A_FAxeCheckReadyG
(no parameters)

Calls A_WeaponReady and checks if the current weapon has enough ammo. If it doesn't, jumps to its Ready state.

It's a shortcut for doing the following, in Timon's Axe ReadyGlow state:

    FAXE L 1 A_WeaponReady
    FAXE L 0 A_JumpIfNoAmmo ("Ready")
    FAXE L 1 A_WeaponReady
    FAXE L 0 A_JumpIfNoAmmo ("Ready")
    FAXE L 1 A_WeaponReady
    FAXE L 0 A_JumpIfNoAmmo ("Ready")
    FAXE M 1 A_WeaponReady
    FAXE M 0 A_JumpIfNoAmmo ("Ready")
    FAXE M 1 A_WeaponReady
    FAXE M 0 A_JumpIfNoAmmo ("Ready")
    FAXE M 1 A_WeaponReady
    FAXE M 0 A_JumpIfNoAmmo ("Ready")
    loop

This codepointer is restricted to FWeapAxe and derived classes.