A_FAxeCheckReady
Calls A_WeaponReady and checks if the current weapon has enough ammo. If so, jumps to its ReadyGlow state.
A_FAxeCheckReady
(no parameters)
It's an equivalent of doing the following, in Timon's Axe ready state:
FAXE A 0 A_JumpIfInventory ("Mana1", 1, "ReadyGlow") FAXE A 1 A_WeaponReady loop
This codepointer is restricted to FWeapAxe and derived classes.
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