A_JumpIfInTargetInventory

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A_JumpIfInTargetInventory (str "item", int count, int offset)
A_JumpIfInTargetInventory (str "item", int count, str "state")
A_JumpIfInTargetInventory (str "item", int count, int offset[, pointer forward]) (development version r3222+ only)
A_JumpIfInTargetInventory (str "item", int count, str "state"[, pointer forward]) (development version r3222+ only)

Jumps if the target has the specified actor type item and amount count in its inventory.

If an actor pointer is given, the test will be forwarded to the actor in the target's corresponding pointer.

Examples

This Imp runs away if the player has a BFG9000 or a Plasma Rifle.

actor WiseImp : DoomImp
{
states
{
Spawn:
 TROO A 0 A_ChangeFlag("FRIGHTENED",0) // Clear the FRIGHTENED flag if the Imp loses its target.
 TROO AB 10 A_Look
 Goto Spawn+1
See:
 TROO AABBCCDD 3 A_Chase
 TROO A 0 A_JumpIfInTargetInventory("PlasmaRifle", 1, "Ohcrap")
 TROO A 0 A_JumpIfInTargetInventory("BFG9000", 1, "Ohcrap")
 loop
Ohcrap: 
 TROO A 0 A_Pain // Imp roars in fear
 TROO A 3 A_ChangeFlag("FRIGHTENED",1)
 TROO AABBCCDD 2 A_Chase
 Goto Ohcrap+2
}
}
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