Difference between revisions of "A JumpIfInventory"
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(Created page with "'''A_JumpIfInventory''' (string ''item'', int ''amount'', state ''frame'') The calling actor jumps to the specified state if the actor is carrying at least ''amount'' of the ...") |
(Added an example of how this function can be used.) |
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The calling actor jumps to the specified state if the actor is carrying at least ''amount'' of the given item. | The calling actor jumps to the specified state if the actor is carrying at least ''amount'' of the given item. | ||
+ | |||
+ | ==Example== | ||
+ | <pre> | ||
+ | actor ReloadingPistol : Pistol //A pistol that reloads every 8 shots. uses the "LoadPistol" actor. | ||
+ | { | ||
+ | states | ||
+ | { | ||
+ | Fire: | ||
+ | PISG A 0 A_JumpIfInventory("PistolFired", 8, "LoadPistol") | ||
+ | PISG B 3 | ||
+ | PISG C 3 Bright | ||
+ | PISG D 3 A_GunAttack | ||
+ | PISG E 3 A_GiveInventory("PistolFired", 1) | ||
+ | goto ready | ||
+ | LoadPistol: | ||
+ | PISG F 3 //Reloading frames | ||
+ | PISG G 3 | ||
+ | PISG H 3 A_TakeInventory("PistolFired", 8) | ||
+ | goto ready | ||
+ | } | ||
+ | } | ||
+ | </pre> |
Latest revision as of 18:51, 4 January 2018
A_JumpIfInventory (string item, int amount, state frame)
The calling actor jumps to the specified state if the actor is carrying at least amount of the given item.
Example
actor ReloadingPistol : Pistol //A pistol that reloads every 8 shots. uses the "LoadPistol" actor. { states { Fire: PISG A 0 A_JumpIfInventory("PistolFired", 8, "LoadPistol") PISG B 3 PISG C 3 Bright PISG D 3 A_GunAttack PISG E 3 A_GiveInventory("PistolFired", 1) goto ready LoadPistol: PISG F 3 //Reloading frames PISG G 3 PISG H 3 A_TakeInventory("PistolFired", 8) goto ready } }