Addweapon: Difference between revisions
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Helixhorned (talk | contribs) correction of early return semantics |
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'''addweaponvar''' <weapon> <amount> | '''addweaponvar''' <weapon> <amount> | ||
'''addweapon''' adds ''weapon'' with ''amount'' of ammo to the nearest player | '''addweapon''' adds ''weapon'' with ''amount'' of ammo to the nearest player. | ||
If the player already has ''weapon'' with full ammo, execution of subsequent code is halted in a fashion similar to [[return]]. | If the player already has ''weapon'' with full ammo, execution of subsequent code is halted in a fashion similar to [[return]]. |
Revision as of 00:25, 5 January 2016
addweapon <weapon> <amount>
addweaponvar <weapon> <amount>
addweapon adds weapon with amount of ammo to the nearest player.
If the player already has weapon with full ammo, execution of subsequent code is halted in a fashion similar to return.
weapon can be one of the following, taken from duke3d.h and DEFS.CON:
KNEE_WEAPON PISTOL_WEAPON SHOTGUN_WEAPON CHAINGUN_WEAPON RPG_WEAPON HANDBOMB_WEAPON SHRINKER_WEAPON DEVISTATOR_WEAPON TRIPBOMB_WEAPON FREEZE_WEAPON HANDREMOTE_WEAPON GROW_WEAPON
Commands with an additional "var" suffix take gamevars rather than constants or defined labels for their inputs. As an alternate short form, "varvar" can be dropped from these commands; for example ife serves an an alias for ifvarvare.