There's that D word again.Ceeb wrote:Derp... Thanks NS.

There's that D word again.Ceeb wrote:Derp... Thanks NS.
It's possible, but they don't work quite right. You can use Args[], which affects the Player's - I can't think of many reasons to attach a special to a Player actor.Ceeb wrote:Is it possible to user user vars with weapons?
ZDoom gets confused whether you're trying to reference a var on the Weapon or on the owning Player.Ceeb wrote:Well, what doesn't quite work right?
Code: Select all
TNT1 A 0
Goto NextState + 4
Code: Select all
TNT1 A 0 A_Jump(128,"NextState" + 4)
It can, but I need to go backwards.ChronoSeth wrote:Using the number of frames to skip ahead rather than the state to jump to, perhaps? (I don't remember if that can be used across multiple states though)
Gwarh, this weapon is fucktardedly complex as it is. Although by that logic, I suppose one more state won't hurt. I'm off to the feature-suggestionmobile, however.NeuralStunner wrote:Add another state label?