Editing ReFire

From Eternity Wiki
Jump to navigationJump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{codepointer|description='''ReFire''' is a player weapon codepointer used to check for refiring at the end of a weapon's attack sequence. If the player is holding down the fire key, the weapon will try to fire again without entering the weapon's ready state first.|usage='''ReFire'''
{{codepointer|description='''ReFire''' is a player weapon codepointer used to check for refiring at the end of a weapon's attack sequence. If the player is holding down the fire key, the weapon will try to fire again without entering the weapon's ready state first.|usage='''ReFire'''|notes=This pointer increments or clears the player's refire counter, which when positive, causes the player's aim to become less accurate with some weapons. Remaining ammo is also checked, and if the player does not have enough ammo to fire another shot, the weapon will be lowered.|examples={{example|description=From base\frames.edf:|code=<nowiki>frame S_PLASMA2      { cmp = "PLSG|1|*|20|ReFire    |S_PLASMA";    dehackednum = 78 }</nowiki>}}}}
|notes=The most obvious example is the plasma rifle's cooldown animation, which only gets visible when player releases fire. Otherwise, the raised barrel frame, which has '''ReFire''', jumps instantly to the first attack frame when fire is held.
 
This pointer increments or clears the player's refire counter, which when positive, causes the player's aim to become less accurate with some weapons. This applies to the pistol, chaingun, elven wand and dragon claw, all of which pass through '''ReFire''', which reduces the accuracy for the next shots.
 
Remaining ammo is also checked, and if the player does not have enough ammo to fire another shot, the weapon will be lowered (note that the Doom 2 SSG uses a different, unrelated approach to check ammo: [[CheckReload]]).
 
Omitting this codepointer is unusual (all default game weapons call this at or near the end of their attack sequences), but is acceptable. Beware, as mentioned in the previous paragraph, that omitting this is going to make some gunshot attacks always accurate (but this is unrecommended, since you can just use [[FireCustomBullets]] with "always" accuracy). More interestingly, omitting it can be combined with the '''NOAUTOFIRE''' [[weaponinfo]] flag to prevent the weapon from firing again when holding the attack command.
|examples={{example|description=From base\frames.edf:|code=<nowiki>frame S_PLASMA2      { cmp = "PLSG|1|*|20|ReFire    |S_PLASMA";    dehackednum = 78 }</nowiki>}}}}
Please note that all contributions to Eternity Wiki are considered to be released under the GNU Free Documentation License 1.2 (see Eternity Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)

Templates used on this page: