A_FAxeCheckReadyG
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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.