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- var int user_returnframe;
- States
- {
- Spawn:
- SPCM AB 8 A_Look
- loop
- See:
- SPCM A 3 A_Chase("","MissileB")
- SPCM B 3 A_Chase("","MissileC")
- SPCM C 3 A_Chase("","MissileD")
- SPCM D 3 A_Chase("","MissileE")
- SPCM E 3 A_Chase("","MissileF")
- SPCM F 3 A_Chase("","MissileG")
- SPCM G 3 A_Chase("","MissileH")
- SPCM H 3 A_Chase("","MissileA")
- loop
- MissileA:
- SPCF A 0 A_SetUserVar("user_returnframe", 2) // return frame is B
- goto MissileFire
- MissileB:
- SPCF B 0 A_SetUserVar("user_returnframe", 3) // return frame is C
- goto MissileFire
- MissileC:
- SPCF C 0 A_SetUserVar("user_returnframe", 4) // return frame is D
- goto MissileFire
- MissileD:
- SPCF D 0 A_SetUserVar("user_returnframe", 5) // return frame is E
- goto MissileFire
- MissileE:
- SPCF E 0 A_SetUserVar("user_returnframe", 6) // return frame is F
- goto MissileFire
- MissileF:
- SPCF F 0 A_SetUserVar("user_returnframe", 7) // return frame is G
- goto MissileFire
- MissileG:
- SPCF G 0 A_SetUserVar("user_returnframe", 8) // return frame is H
- goto MissileFire
- MissileH:
- SPCF H 0 A_SetUserVar("user_returnframe", 1) // return frame is A
- goto MissileFire
- MissileFire:
- "####" "#" 1 A_CustomMissile("rifleshot") // Shooting effects go here
- MissileReturn:
- "####" "#" 0 A_JumpIf(user_returnframe == 0, "See") // 0 would cause a loop in A_Jump and freeze the game
- "####" "#" 0 A_Jump(256,user_returnframe) // Why can't you use a state and state offset at the same time? Graaaaaaf
- // The frames below are dummy frames for the A_Jump to go to
- SPCM A 0 // user_returnframe == 1
- goto See
- SPCM B 0 // user_returnframe == 2
- goto See+1
- SPCM C 0 // user_returnframe == 3
- goto See+2
- SPCM D 0 // user_returnframe == 4
- goto See+3
- SPCM E 0 // user_returnframe == 5
- goto See+4
- SPCM F 0 // user_returnframe == 6
- goto See+5
- SPCM G 0 // user_returnframe == 7
- goto See+6
- SPCM H 0 // user_returnframe == 8
- goto See+7
- // Pain and Death states go here
- }
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