Calls A_Raise and checks if the current weapon has enough ammo. If so, jumps to its SelectGlow state.
It is an equivalent of doing the following, in Timon's Axe select state:
FAXE A 0 A_JumpIfInventory ("Mana1", 1, "SelectGlow") FAXE A 1 A_Raise Loop
This codepointer is restricted to FWeapAxe and derived classes.