by Enjay » Fri Jan 02, 2015 1:46 pm
Comment out the A_Die at the end of the death sequence and the crash stops. No idea why you would need that pointer at the end of the death sequence.
Presumably the pointer is setting the missile back to the start of its death sequence. There are 0 tics of frames between the first call to A_Die and the start of the death sequence.
Code: Select all
Death:
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 0)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 20)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 40)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 60)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 80)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 100)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 120)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 140)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 160)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 180)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 200)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 220)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 240)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 260)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 280)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 300)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 320)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 340)
SDFB BCDE 6 BRIGHT A_Die
Stop
As a point of note, the last line of the Spawn sequence also looks like the A_Die line above. I'm not convinced that will be doing what the author intended either.
Comment out the A_Die at the end of the death sequence and the crash stops. No idea why you would need that pointer at the end of the death sequence.
Presumably the pointer is setting the missile back to the start of its death sequence. There are 0 tics of frames between the first call to A_Die and the start of the death sequence.
[code]
Death:
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 0)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 20)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 40)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 60)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 80)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 100)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 120)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 140)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 160)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 180)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 200)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 220)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 240)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 260)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 280)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 300)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 320)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 340)
SDFB BCDE 6 BRIGHT A_Die
Stop
[/code]
As a point of note, the last line of the Spawn sequence also looks like the A_Die line above. I'm not convinced that will be doing what the author intended either.