Hence, if there is action that goes off on the zeroth tic of a weapons Select state, that seems to be ignored in a similar way to actors not executing their actions on their first line of Spawn unless they have NoDelay. A weapon Select state cannot be given NoDelay though, as this is reserved to Spawn.
I've noticed this because I have inventory items in my mod that track the current weapon being used, and which are given in the Select state and removed in the Deselect state. These items have +UNDROPPABLE, and are used to make sure various overlays work correctly. i.e.
Code: Select all
Select: TNT1 A 0 A_GiveInventory("AxeInHand",1) Goto Select2 Select2: FAXE A 1 A_Raise Loop
I've tried adding in an extra TNT1 A 1 before the line where they're given, however, and it suddenly goes back to its old behaviour; the item is there and the overlays behave as they should. So yeah, something funky happens in the first tic.