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| 1 | var int user_returnframe; | |
| 2 | States | |
| 3 | {
| |
| 4 | Spawn: | |
| 5 | SPCM AB 8 A_Look | |
| 6 | loop | |
| 7 | See: | |
| 8 | SPCM A 3 A_Chase("","MissileB")
| |
| 9 | SPCM B 3 A_Chase("","MissileC")
| |
| 10 | SPCM C 3 A_Chase("","MissileD")
| |
| 11 | SPCM D 3 A_Chase("","MissileE")
| |
| 12 | SPCM E 3 A_Chase("","MissileF")
| |
| 13 | SPCM F 3 A_Chase("","MissileG")
| |
| 14 | SPCM G 3 A_Chase("","MissileH")
| |
| 15 | SPCM H 3 A_Chase("","MissileA")
| |
| 16 | loop | |
| 17 | MissileA: | |
| 18 | SPCF A 0 A_SetUserVar("user_returnframe", 2) // return frame is B
| |
| 19 | goto MissileFire | |
| 20 | MissileB: | |
| 21 | SPCF B 0 A_SetUserVar("user_returnframe", 3) // return frame is C
| |
| 22 | goto MissileFire | |
| 23 | MissileC: | |
| 24 | SPCF C 0 A_SetUserVar("user_returnframe", 4) // return frame is D
| |
| 25 | goto MissileFire | |
| 26 | MissileD: | |
| 27 | SPCF D 0 A_SetUserVar("user_returnframe", 5) // return frame is E
| |
| 28 | goto MissileFire | |
| 29 | MissileE: | |
| 30 | SPCF E 0 A_SetUserVar("user_returnframe", 6) // return frame is F
| |
| 31 | goto MissileFire | |
| 32 | MissileF: | |
| 33 | SPCF F 0 A_SetUserVar("user_returnframe", 7) // return frame is G
| |
| 34 | goto MissileFire | |
| 35 | MissileG: | |
| 36 | SPCF G 0 A_SetUserVar("user_returnframe", 8) // return frame is H
| |
| 37 | goto MissileFire | |
| 38 | MissileH: | |
| 39 | SPCF H 0 A_SetUserVar("user_returnframe", 1) // return frame is A
| |
| 40 | goto MissileFire | |
| 41 | MissileFire: | |
| 42 | "####" "#" 1 A_CustomMissile("rifleshot") // Shooting effects go here
| |
| 43 | MissileReturn: | |
| 44 | "####" "#" 0 A_JumpIf(user_returnframe == 0, "See") // 0 would cause a loop in A_Jump and freeze the game | |
| 45 | - | "####" "#" 1 A_Jump(256,user_returnframe) // Why can't you use a state and state offset at the same time? Graaaaaaf |
| 45 | + | "####" "#" 0 A_Jump(256,user_returnframe) // Why can't you use a state and state offset at the same time? Graaaaaaf |
| 46 | // The frames below are dummy frames for the A_Jump to go to | |
| 47 | SPCM A 0 // user_returnframe == 1 | |
| 48 | goto See | |
| 49 | SPCM B 0 // user_returnframe == 2 | |
| 50 | goto See+1 | |
| 51 | SPCM C 0 // user_returnframe == 3 | |
| 52 | goto See+2 | |
| 53 | SPCM D 0 // user_returnframe == 4 | |
| 54 | goto See+3 | |
| 55 | SPCM E 0 // user_returnframe == 5 | |
| 56 | goto See+4 | |
| 57 | SPCM F 0 // user_returnframe == 6 | |
| 58 | goto See+5 | |
| 59 | SPCM G 0 // user_returnframe == 7 | |
| 60 | goto See+6 | |
| 61 | SPCM H 0 // user_returnframe == 8 | |
| 62 | goto See+7 | |
| 63 | ||
| 64 | // Pain and Death states go here | |
| 65 | ||
| 66 | } |