Editing WeaponCtrJump
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*''psprnum'': what gun sprite type this function affects: | *''psprnum'': what gun sprite type this function affects: | ||
::0 ''weapon'': affect main weapon sprite | ::0 ''weapon'': affect main weapon sprite | ||
::1 ''flash'': affect muzzle flash sprite (which appears overlapping the main weapon sprite).| | ::1 ''flash'': affect muzzle flash sprite (which appears overlapping the main weapon sprite).|example= | ||
{{example|description=The following example modifies the Doom pistol to go into recharging animation after each ten shots, IF there is ammo left:|code= | {{example|description=The following example modifies the Doom pistol to go into recharging animation after each ten shots, IF there is ammo left:|code= | ||
'''framedelta''' | <nowiki>'''framedelta''' { '''name'''=S_PISTOL3; '''action'''=[[WeaponSetCtr]](0,1,add); '''tics'''=0; '''nextframe'''=S_PISTOL3TESTAMMO} | ||
# CheckReload so it doesn't recharge when no ammo | # CheckReload so it doesn't recharge when no ammo | ||
'''frame''' S_PISTOL3TESTAMMO | '''frame''' S_PISTOL3TESTAMMO { '''cmp'''="PISG|2|*|0|[[CheckReload]] |@next"} | ||
# use 0 tics so duration is always 0 | # use 0 tics so duration is always 0 | ||
'''frame''' S_PISTOL3TESTCTR | '''frame''' S_PISTOL3TESTCTR { '''cmp'''="PISG|2|*|0|''WeaponCtrJump''(S_PISTOLRECHARGE,equal,10,0,weapon)|@next"} | ||
# same form as ''original'' S_PISTOL3. | # same form as ''original'' S_PISTOL3. | ||
'''frame''' S_PISTOL3NORMAL | '''frame''' S_PISTOL3NORMAL { '''cmp'''="PISG|2|*|4|* |S_PISTOL4"} | ||
# reset counter if recharge happens. | # reset counter if recharge happens. | ||
'''frame''' S_PISTOLRECHARGE | '''frame''' S_PISTOLRECHARGE { '''cmp'''="PISG|2|*|4|WeaponSetCtr(0,0,assign) |S_PISTOLREC1"} | ||
# Add S_PISTOLREC1 and subsequent frames here.}}|notes=This codepointer is used for frame scripting within a player weapons' frames. It's not designed to affect non-player game world objects or the player avatar. It's used on the frames of guns that typically appear in front of the game screen. | # Add S_PISTOLREC1 and subsequent frames here.</nowiki>}}|notes=This codepointer is used for frame scripting within a player weapons' frames. It's not designed to affect non-player game world objects or the player avatar. It's used on the frames of guns that typically appear in front of the game screen. | ||
In Eternity each player weapon has three counters that can be edited and conditionally checked by codepointers to achieve scripted effects. | In Eternity each player weapon has three counters that can be edited and conditionally checked by codepointers to achieve scripted effects. |