case CHAINGUNNER
getactorvar[THISACTOR].mo_active temp
ifvarn temp 1
{
ifaction AENEMYSTAND nullop else action AENEMYSTAND
state enemystand
}
breakThat case is in EVENT_GAME, under a picnum switch. Also, that "state enemystand" only has these lines in it at the moment, to disable another issue about the "seeing" thing I described above :
state enemystand
getactor[THISACTOR].ang temp_ang
ifvarvarn temp_ang standang { setvarvar temp_ang standang setactor[THISACTOR].ang temp_ang }
ends

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