When an actor has been spawned by a missile function, it will normally assign the firing actor (player, in this case) to its TARGET-pointer. The projectile should then be able to check for a living player like this:
Code: Select all
somestate:
MISL ABAB 2
// the next line is the one that checks target situation
MISL A 0 a_jumpIfTargetInLOS("somestate", JLOSF_NOSIGHT|JLOSF_DEADNOJUMP)
death:
(...)
Nosight: Jump even if the target is not in sight. Deadnojump: Don't jump if the target is dead. So it jumps as long as the target is alive, returning to "somestate". Make sure that some time (at least 1 tick) passes between the "somestate"-label and the jump command, since there will otherwise be a 0-tick infinite loop.