EVENT DOFIRE: Difference between revisions
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{{EventTable|1=EVENT_DOFIRE|2=player that executed the input|3=[[i|player->i]]|4=1 value}} | |||
EVENT_DOFIRE is a [[EDuke32_event_list|game event]]. | EVENT_DOFIRE is a [[EDuke32_event_list|game event]]. | ||
This [[event]] is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. [[weaponcount]] number) | This [[event]] is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. [[weaponcount]] number). | ||
Set gamevar [[RETURN]] to any non-zero value to | The event is only executed on successful attempt to fire the weapon, i.e. it will not trigger on every fire input if the weapon is not ready to fire yet. | ||
Set gamevar [[RETURN]] to any non-zero value to prevent firing the weapon. | |||
[[Category:Events]] | [[Category:Events]] |
Latest revision as of 10:15, 5 February 2022
Event ID | player# | THISACTOR | RETURN | |
---|---|---|---|---|
EVENT_DOFIRE | player that executed the input | player->i | 1 value |
EVENT_DOFIRE is a game event.
This event is called with every shot of any player's weapon regardless of it animation type and position of shooting frame (i. e. weaponcount number).
The event is only executed on successful attempt to fire the weapon, i.e. it will not trigger on every fire input if the weapon is not ready to fire yet.
Set gamevar RETURN to any non-zero value to prevent firing the weapon.