Code: Select all
ACTOR NewZombieMan : ZombieMan replaces ZombieMan
 {
  Args 4
  States
  {
	See:
     POSS AABBCCDD 1 A_Wander
	  TNT1 A 0 A_CountDownArg(0)
     Loop
  }
 }
Moderator: GZDoom Developers
Code: Select all
ACTOR NewZombieMan : ZombieMan replaces ZombieMan
 {
  Args 4
  States
  {
	See:
     POSS AABBCCDD 1 A_Wander
	  TNT1 A 0 A_CountDownArg(0)
     Loop
  }
 }

Code: Select all
		if (!self->args[argnum]--)
		{
			....
		}
		else //<- I'm talking about this
		{
			self->SetState(state);
		}Code: Select all
      if (!self->args[argnum]--)
		{
			if (self->flags & MF_MISSILE)
			{
				P_ExplodeMissile(self, NULL, NULL);
			}
			else if (self->flags & MF_SHOOTABLE)
			{
				P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
			}
			else //Not a missile and isn't shootable
			{
				self->SetState(self->FindState(NAME_Death)); //'state' parameter is ignored
			}
		}
Code: Select all
    if (cnt<0 || cnt >= 5) return;Code: Select all
    if (cnt<0 || cnt >= 5) return 0;