by Blzut3 » Tue Aug 19, 2008 11:00 am
While looking to converting a version of the Skulltag rail gun where pressing the alt fire button would cause it to reload I noticed a small short coming on the A_CheckForReload function. Since it always increments the counter whenever it is called it becomes difficult to check if a weapon has or has not been fired. I suggest adding an extra argument for if the counter should be incremented.
Code: Select all
AltFire:
RLGG A 0 A_CheckForReload(1, "FinishAltFire", 0)
RLGG E 6
goto Reload
FinishAltFire:
RLGG A 1
goto Ready
While looking to converting a version of the Skulltag rail gun where pressing the alt fire button would cause it to reload I noticed a small short coming on the A_CheckForReload function. Since it always increments the counter whenever it is called it becomes difficult to check if a weapon has or has not been fired. I suggest adding an extra argument for if the counter should be incremented.
[code] AltFire:
RLGG A 0 A_CheckForReload(1, "FinishAltFire", 0)
RLGG E 6
goto Reload
FinishAltFire:
RLGG A 1
goto Ready[/code]