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(no parameters)

Calls A_WeaponReady and checks if the current weapon has enough ammo. If so, jumps to its ReadyGlow state.

It's an equivalent of doing the following, in Timon's Axe ready state:

    FAXE A 0 A_JumpIfInventory ("Mana1", 1, "ReadyGlow")
    FAXE A 1 A_WeaponReady

This codepointer is restricted to FWeapAxe and derived classes.