Spoiler:Why there are so many states and why the lines jumpifinventory keep repeating in each state? I've been asking myself this for some time and I would like to knowCode: Select all
ACTOR Doomer : PlayerPawn Replaces DoomPlayer { Speed 1.0 Health 100 Radius 16 Height 56 Mass 400 States { Spawn: MARN A 0 MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends") MARN A 0 A_TakeInventory("ChainguyguyContinue", 1) MARN A 1 MARN A 0 ACS_ExecuteAlways(289, 0, 0, 0, 0)//Check if playing in realism mode. MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera. MARN A 1 StandStill: MARN A 0 MARN A 0 A_TakeInventory("PowerFlight2", 1) TNT1 A 0 A_Takeinventory("DoomerJetpackActivated",1) MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera. StandStillLoop: MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand") MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsStand") TNT1 A 0 //a_JumpIfInventory("RevenantCurse", 1, "Revenant_Spawn") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") //MARN A 0 ACS_Execute(620, 0, 0, 0, 0) MARN D 0 A_JumpIf (momz > 0, "IsJumpin") MARN D 0 A_JumpIf (momz < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") TNT1 A 0 //A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0) MARN D 3 MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN D 2 MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") MARN D 0 A_JumpIf (momZ > 0, "IsJumpin") MARN D 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN D 5 MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") MARN D 0 A_JumpIf (momZ > 0, "IsJumpin") MARN D 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN D 5 MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") MARN D 0 A_JumpIf (momZ > 0, "IsJumpin") MARN D 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") TNT1 A 0 //A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0) MARN E 5 MARN E 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN E 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") NULL E 0 A_JumpIf (momZ > 0, "IsJumpin") NULL E 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN E 5 MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") NULL A 0 A_JumpIf (momZ > 0, "IsJumpin") NULL A 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN E 5 MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker") NULL A 0 A_JumpIf (momZ > 0, "IsJumpin") NULL A 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") TNT1 A 0 //A_TakeInventory("UsedStamina", 30) MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn") Loop See: MARN A 0 TNT1 A 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood") MARN B 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood") MARN B 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood") MARN A 0 A_TakeInventory("ChainguyguyContinue", 1) MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand") MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove") TNT1 A 0 //a_JumpIfInventory("RevenantCurse", 1, "Revenant_See") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN A 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") MARN A 0 A_JumpIf (momZ > 0, "IsJumpin") MARN A 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN B 4 MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") MARN B 0 A_JumpIf (momZ > 0, "IsJumpin") MARN B 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN C 4 MARN C 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") MARN C 0 A_JumpIf (momZ > 0, "IsJumpin") MARN C 0 A_JumpIf (momZ < 0, "IsJumpin") TNT1 A 0 A_JumpIfInventory("RedBloodSplatterz", 1, "RedBloodSplatters") TNT1 A 0 A_JumpIfInventory("BlueBloodSplatterz", 1, "BlueBloodSplatters") TNT1 A 0 A_JumpIfInventory("GreenBloodSplatterz", 1, "GreenBloodSplatters") TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood") TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood") TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash") TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash") TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash") TNT1 A 0 A_JumpIfInventory("LavaSplasherz", 1, "LavaSplash") MARN B 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0) MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker") MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving") NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving") MARN B 0 A_JumpIf (momZ > 0, "IsJumpin") MARN B 0 A_JumpIf (momZ < 0, "IsJumpin") MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds") Goto StandStill
