Very simple:
- Code: Select all • Expand view
if(!(Flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
Here is possible use:
- Code: Select all • Expand view
Ready:
RLGG A 1 A_WeaponReady
RLGG A 0 A_FireBullets(0, 0, 1, 0, "LaserBeam", FBF_NOFLASH)
Loop


