basically, it's for keeping the kicking animation on screen (i'm using a_overlays) if weapon is switched, as it can just cut out if weapon is picked up/dropped at the wrong time.
i can't just lock the ability to drop a weapon while kicking, that would not feel nice
Code: Select all
TNT1 A 0 {
let m = ThePlayer(self);
if (m.FindInventory("WannaKick")||m.KickingFrame>0)
{
return ResolveState("KickLeft");//+ m.KickingFrame
}
else
return ResolveState(null);
}
is there a way to ResolveState to a state + offset? like "Goto Spawn+10" does?
it's kinda messy to define each target frame as a new state or check and skip them with A_SetTics (0), especially when it's, like, around 20 frames to skip * 2 kicking types