A CheckForReload
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action state A_CheckForReload(int count, statelabel jump, bool dontincrement = false)
Usage
Jumps to the specified state if the function has not been called counter times. 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.
Parameters
- int count
- How many times this function should be called for the jump to happen.
- statelabel jump
- Name of the state sequence to jump to.
- bool dontincrement
- If
true
(default is false), then the reload counter isn't increased by a call to this function.
Examples
Here's an example from the railgun's Fire state sequence using the function:
Fire: RLGG E 12 A_FireRailgun; RLGG F 6 A_CheckForReload(4, "Reloaded"); RLGG GHIJK 6; RLGG L 6 A_ResetReloadCounter;