Template:PSpriteActionFunction

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Note: While the function described on this page is defined in the Actor class, it only works when called either from a PlayerPawn state, or from one of the StateProvider states handled by PSprite, such as Weapon's Ready/Fire/etc. state sequences or a CustomInventory's Use state sequence. It will have no effect in any other context (such as calling it from a weapon's DoEffect override). If there's a need to achieve a similar effect from a different context, obtain a pointer to the necessary PSprite and modify its fields directly.


This note is to be placed on pages like A_Overlay to better explain the context in which the function in question works.