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>> No.4256075 [View]
File: 8 KB, 882x154, reload_func.png [View same] [iqdb] [saucenao] [google]
4256075

Here's an example reload state with no loops or inventory tokens. (I've since gone on to use custom A_Something type functions but this is easier to grasp).

"invoker.variablename" means the variable is stored in the gun actor itself rather than on the player. If I'd put "owner.variablename" that'd be the player.

Side note: points like that can be used with action functions. Like you could put

TNT1 A 0 {target.A_Explode(...);}

in a monster's state to make it telepathically explode whatever it's chasing after.

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