Editing PlayerThunk

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{{Deprecatednotice |reason=Map object specific states can now be called ''directly'' from the player gun sprites.}}
{{Codepointer |
{{Codepointer |
description=Allows the player's weapons to use a certain class of monster codepointers that are deemed safe.|
description=Allows the player's weapons to use a certain class of monster codepointers that are deemed safe.|
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notes=Normally map object codepointers can be called directly, but '''PlayerThunk''' allows further flexibility by controlling whether to use ammo, among other features.
notes=Normally map object codepointers can be called directly, but '''PlayerThunk''' allows further flexibility by controlling whether to use ammo, among other features.


For ''state'' to mean "no state change", it should be set to -1. A value of 0 means S_NULL. If set, the state change will not be visible as it will be returned to previous state instantly (usually back to the player "point the gun" frame). Its purpose is to allow the player map object to call another function described by the frame, besides the one designated in '''PlayerThunk'''. It will also use the same target based on the ''maketarget'' setting.
For ''state'' to mean "no state change", it should be set to -1. A value of 0 means S_NULL.


If ''useammo'' is set and ''function'' is valid, ammo consumption may only be canceled when ''maketarget'' is set and no object is currently in sight of player, in which case no call to the function will be made. No such check is made if ''maketarget'' is cleared and the player hasn't been attacked.
If ''useammo'' is set and ''function'' is valid, ammo consumption may only be canceled when ''maketarget'' is set and no object is currently in sight of player, in which case no call to the function will be made. No such check is made if ''maketarget'' is cleared and the player hasn't been attacked.
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