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;