This was a suggested rewrite to the BdGibPainPiece1 actor's fly state:
This will make it so that the spawn of BdFlyingBloodTrail only happens 16 times (the number of F's there), but still every 2 tics. This makes some sense, as there shouldn't be infinite blood within a piece of meat; it should run out some time! This also uses an anonymous function, which apparently lets you skip invisible frames like TNT1, and just attach multiple actions to any given frame, so that's cool.Fly:
CAGI FFFFFFFFFFFFFFFF 2 {
A_SpawnProjectile("BdFlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360));
A_SetRoll(roll + user_rotationspeed);
}
goto Death
So, probably a bunch of things will need a similar rewrite. I'll be experimenting a little.
Oh, and minor issue, if this works, you'll have to consider that this will not work in Zandronum -- doesn't support anonymous functions. My personal opinion? Fuck Zandro.