03-24-2009, 03:36 PM
actually, I think it has to do with the throwing in the last frame of the sequence. I've worked with this code multiple times and it's working alright:
This way, you won't need to pay attention to glitchy wait-0-frames. f282 is just some kind of "filling frame" but, as you can see in the throw_lying_man-frames, it's how it works ;)
DC-Code:
<frame> 281 throw_enemy pic: 96 state: 9 wait: 2 next: 282 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\008.wav cpoint: kind: 1 x: 72 y: 53 vaction: 188 throwvx: 40 throwvy: 1 throwvz: 3 throwinjury: 30 cpoint_end: <frame_end> <frame> 282 throw_enemy pic: 96 state: 9 wait: 5 next: 999 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> |
This way, you won't need to pay attention to glitchy wait-0-frames. f282 is just some kind of "filling frame" but, as you can see in the throw_lying_man-frames, it's how it works ;)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
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~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
» Gallery | » Sprites | » DeviantArt