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Jul 4th, 2012
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  1. actor Enemy_Healthbar
  2. {
  3. +NOGRAVITY
  4. +NOBLOCKMAP
  5. +ISMONSTER
  6. -COUNTKILL
  7. scale 0.5
  8. States
  9. {
  10. Spawn:
  11. MBAR A 0
  12. MBAR A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_TARGET)
  13. MBAR A 0 A_JumpIf (ACS_NamedExecuteWithResult("ReturnTargetHealth") <= 50, "B")
  14. MBAR A 0 A_JumpIf (ACS_NamedExecuteWithResult("ReturnTargetHealth") <= 0, "C")
  15. A: //only three states just for testing. this one is full health.
  16. MBAR A 1 bright A_Warp(AAPTR_MASTER,0,0,64,0,WARPF_NOCHECKPOSITION)
  17. goto spawn
  18. B: //half health
  19. MBAR F 1 bright A_Warp(AAPTR_MASTER,0,0,64,0,WARPF_NOCHECKPOSITION)
  20. goto spawn
  21. C: //should be dead
  22. MBAR J 1 bright A_Warp(AAPTR_MASTER,0,0,64,0,WARPF_NOCHECKPOSITION)
  23. stop
  24. //goto spawn
  25. Death:
  26. TNT1 A 0
  27. stop
  28. }
  29. }
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