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.
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==Example==
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<pre>
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actor ReloadingPistol : Pistol //A pistol that reloads every 8 shots. uses the "LoadPistol" actor.
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{
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states
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{
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Fire:
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PISG A 0 A_JumpIfInventory("PistolFired", 8, "LoadPistol")
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PISG B 3
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PISG C 3 Bright
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PISG D 3 A_GunAttack
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PISG E 3 A_GiveInventory("PistolFired", 1)
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goto ready
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LoadPistol:
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PISG F 3 //Reloading frames
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PISG G 3
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PISG H 3 A_TakeInventory("PistolFired", 8)
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goto ready
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}
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}
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</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
	}
}