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
	}
}