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May 1st, 2017
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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. "####" "#" 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. }
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