A way to check the ReloadCounter without incrementing it.

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Expand view Topic review: A way to check the ReloadCounter without incrementing it.

Re: A way to check the ReloadCounter without incrementing it.

by Gez » Sun Aug 24, 2008 7:53 am

Blzut sneaked it in another patch recently, that's why it has been added without getting this thread closed.

Re: A way to check the ReloadCounter without incrementing it.

by CO2 » Sun Aug 24, 2008 7:25 am

Actually, the wiki says this has been implemented.

A_CheckForReload (int counter, str state[, bool dontincrement])

Re: A way to check the ReloadCounter without incrementing it.

by HotWax » Tue Aug 19, 2008 11:03 am

Hmmm, so checking the value changes the value eh? Sounds like quantum physics to me. ;)

A way to check the ReloadCounter without incrementing it.

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

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