My weapon visually disappears if it goes into the DryFire: state sequence if the user was holding fire.
BDL_Weapon:
Spoiler:
Class BDL_Weapon : ReloadableWeapon { Default { Weapon.BobRangeX 0.2; Weapon.BobRangeY 0.4; Weapon.BobSpeed 2.9; Weapon.BobStyle "Smooth"; } States(Weapon) { InstaLoad: #### # 0 A_ReloadFullClip(); #### # 0 ResolveState("Ready"); Stop; // OCD DryAltFire: DryFire: #### A 4 A_StartSound("weapons/click", CHAN_WEAPON); #### A 1 A_DryRefire(); } }
BDL_Pistol:
Spoiler:
Class BDL_Pistol : BDL_Weapon { Default { Weapon.SelectionOrder 1900; Weapon.AmmoGive 20; Weapon.AmmoType "BDL_PistolAmmo"; Weapon.AmmoUse 1; ReloadableWeapon.ClipCapacity 20; Inventory.PickupMessage "$GOTPISTOL"; Tag "$TAG_PISTOL"; Obituary "$OB_PISTOL"; AttackSound "weapons/bdlpistol"; } States(Actor) { Spawn: PIST A -1; Stop; } States(Weapon) { Select: PISO A 1 A_Raise(); #### # 0 A_Raise(); Loop; Deselect: #### # 1 A_Lower(); #### # 0 A_Lower(); Loop; Ready: PISO AA 1 A_ReloadableWeaponReady(); Loop; Fire: PISO B 2 A_FireBullets(3, 0, 1, random(10,25), "BulletPuff"); #### C 2; #### E 2; #### F 2; TNT1 A 0 A_Refire(); Goto Ready; Reload: PISR A 0 A_JumpIf(!bdl_sv_reloading, "InstaLoad"); #### C 2; #### E 2; #### D 2; #### G 3; #### H 3; #### I 3; #### J 3 A_ReloadFullClip(); #### A 0 A_StartSound("weapons/clipin", CHAN_WEAPON); #### M 2; #### N 2; #### O 2; #### P 2; #### Q 2; #### R 2; Goto Ready; } }
Is this related to the use of ####?