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Omitting A_ReFire for "Full-Drain" Weapon - Yay or Nay?


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When you hold down the Fire Button, A_ReFire skips to the first Frame with A_FireWhatever Action Code, bypassing any initial dead space and avoiding successive stuff like the Plasma Rifle's cool-down.  Thus, the BFG and even the Pistol are quicker on the draw when held down.

 

Yet, the Doom, Eternity & ZDoom wikis do not elaborate on the consequences of omitting A_ReFire.  Setting A_CheckReload (part of the Super Shotgun) aside--that much I know has A_CheckAmmo built in--does A_FireWhatever have the A_CheckAmmo, or does the A_ReFire have it?

 

It might be possible through DeHackEd alone to construct a weapon that loops to A_FireWhatever once clicked regardless of further input, expending all ammunition and switching to another available Weapon.  Thus, the Weapon is a circumstantial "Spray-and-Pray" device that can wreak havoc in emergencies.

 

If "Nay", then A_FireShotgun2 (SSG) with A_CheckReload will still work.  I still wish other Weapon Types could follow suit.

 

NOTE: I checked another project for reference and found Doomkid's first Rowdy Rudy mod.  It used DeHackEd to create a starting Weapon that uses A_FirePistol twice in succession for dead-center accuracy for both shots.  It replaced A_ReFire with another A_FirePistol and loops Firing frames back to A_WeaponReady.  That might have A_CheckAmmo built in.

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