by Kizoky » Fri Nov 17, 2017 5:44 pm
A_JumpIfFlag could be used on actors to read their own flag, so you could constantly change the flag and check it (would be useful to check if the actor is a friendly monster or not)
A_JumpIfFlag("State to jump", "Which flag")
If the given flag is not existing then it would just skip it
A_JumpIfFlag could be used on actors to read their [b]own[/b] flag, so you could constantly change the flag and check it (would be useful to check if the actor is a friendly monster or not)
[i]A_JumpIfFlag("State to jump", "Which flag")[/i]
If the given flag is not existing then it would just skip it