DEFINE_ACTION_FUNCTION(AActor, A_LightningReady) { PARAM_ACTION_PROLOGUE; DoReadyWeapon(self); if (pr_lightningready() < 160) { S_Sound (self, CHAN_WEAPON, "MageLightningReady", 1, ATTN_NORM); } return 0; }
DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG) { player_t *player; if (NULL == (player = self->player)) { return; } if (player->ReadyWeapon->Ammo1->Amount <= 0) { P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Ready")); } else { DoReadyWeapon(self); } }