CheckReload: Difference between revisions
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This codepointer did not function correctly in BOOM, MBF, SMMU, or early versions of the Eternity Engine due to an oversight made during changes to the weapon system. This error would cause the Super Shotgun to appear to reload even when the player had less than two shells. This behavior will still occur in old demos, but is otherwise repaired. | This codepointer did not function correctly in BOOM, MBF, SMMU, or early versions of the Eternity Engine due to an oversight made during changes to the weapon system. This error would cause the Super Shotgun to appear to reload even when the player had less than two shells. This behavior will still occur in old demos, but is otherwise repaired. | ||
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seealso= | seealso=*[[CheckReloadEx]] | ||
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[[Category:Codepointers]] | [[Category:Codepointers]] |
Latest revision as of 02:12, 7 May 2011
Description
CheckReload is a player weapon codepointer. This codepointer is used to cause a weapon to skip post-firing reload animations when the player does not have enough ammo with which to reload the weapon.
Usage
CheckReload
Parameters
None.
Examples
From base\frames.edf:
frame S_DSGUN4 { cmp = "SHT2|2|*|7|CheckReload |@next"; dehackednum = 38 }
Notes
By default, only the DOOM II Super Shotgun uses this codepointer.
This codepointer did not function correctly in BOOM, MBF, SMMU, or early versions of the Eternity Engine due to an oversight made during changes to the weapon system. This error would cause the Super Shotgun to appear to reload even when the player had less than two shells. This behavior will still occur in old demos, but is otherwise repaired.