Addammo: Difference between revisions
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Helixhorned (talk | contribs) note that addammo may break out of the code (actually all the way to the entry point?) |
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Adds <amount> to ammo of <weapon>. Similar to [[addweapon]] and [[addweaponvar]], but doesn't add the weapon if the player doesn't already have it. | Adds <amount> to ammo of <weapon>. Similar to [[addweapon]] and [[addweaponvar]], but doesn't add the weapon if the player doesn't already have it. | ||
If the player already has full ammo for <weapon>, execution of subsequent code is halted in a fashion similar to break. | |||
actor AMMO | actor AMMO |
Revision as of 13:38, 10 May 2012
addammo <weapon> <amount>
Adds <amount> to ammo of <weapon>. Similar to addweapon and addweaponvar, but doesn't add the weapon if the player doesn't already have it.
If the player already has full ammo for <weapon>, execution of subsequent code is halted in a fashion similar to break.
actor AMMO fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifcanseetarget { addammo PISTOL_WEAPON PISTOLAMMOAMOUNT quote 65 ifspawnedby AMMO state getcode else state quikget } enda