Trick for the reloading sequence

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Lioyd_Irving
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Trick for the reloading sequence

Post by Lioyd_Irving » Mon Mar 17, 2008 8:55

Hey, Lioyd here. I've found a simple way to separate the reloading sequence and the AltFire using nothing but DECORATE and a bit of QuakeC.

First, make a custom actor named IsReloading.

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ACTOR IsReloading : Inventory
{
Inventory.MaxAmount 1
}
Then, replace the AltFire state label(take one that will never happen with a weapon, in this case XDeath)

So, here we go.

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XDeath:
     blah blah blah...
     SPRT A 0 A_TakeInventory("IsReloading",1)
     Goto Ready
Now the other part. Open up your KEYCONF lump and type this :

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alias reload "give isreloading"
defaultBind <key> reload
And then, go back to the DECORATE sequence and add this to the Ready state:

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    SPRT A 0 A_JumpIfInventory("IsReloading",1,1)
    Loop
    SPRT A 0
    Goto XDeath
And there it is ! A free slot for your alternate fire. ;)
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