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- actor Enemy_Healthbar
- {
- +NOGRAVITY
- +NOBLOCKMAP
- +ISMONSTER
- -COUNTKILL
- scale 0.5
- States
- {
- Spawn:
- MBAR A 0
- MBAR A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_TARGET)
- MBAR A 0 A_JumpIf (ACS_NamedExecuteWithResult("ReturnTargetHealth") <= 50, "B")
- MBAR A 0 A_JumpIf (ACS_NamedExecuteWithResult("ReturnTargetHealth") <= 0, "C")
- A: //only three states just for testing. this one is full health.
- MBAR A 1 bright A_Warp(AAPTR_MASTER,0,0,64,0,WARPF_NOCHECKPOSITION)
- goto spawn
- B: //half health
- MBAR F 1 bright A_Warp(AAPTR_MASTER,0,0,64,0,WARPF_NOCHECKPOSITION)
- goto spawn
- C: //should be dead
- MBAR J 1 bright A_Warp(AAPTR_MASTER,0,0,64,0,WARPF_NOCHECKPOSITION)
- stop
- //goto spawn
- Death:
- TNT1 A 0
- stop
- }
- }
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