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  1. #7
    Here lies mero. Died by his own dumbassitude.
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    @SUCCESSOR
    Very well, I shall elaborate.
    Code:
            void Dodge(ffc this, npc ghost)
            {
                    Ghost_Data=GetComboOffset(this, DARKLINK_CMB_DODGE);
                    float linkangle=ArcTan(DLCenterX()-CenterLinkX(),DLCenterY()-CenterLinkY());
                    Ghost_Jump=2.8;
                    Game->PlaySound(ghost->Attributes[DARKLINK_ATTR_SFX_JUMP]);
                    while(Ghost_Z>0 || Ghost_Jump>0)
                    {
                            Ghost_MoveAtAngle(linkangle,DARKLINK_JUMP_STEP*(ghost->Step/100),3);
                            Ghost_ForceDir(OppositeDir(RadianAngleDir4(linkangle)));
                            //Missing a waitframe.
                    }
            }
            void Jump(ffc this, npc ghost)
            {
                    int dir=JumpDirection();
                    if(dir==-1)
                    {
                            Dodge(this,ghost); //this happens vary rarely
                            return;
                    }
           
                    Ghost_Jump=DARKLINK_JUMP_VELOCITY;
                    Game->PlaySound(ghost->Attributes[DARKLINK_ATTR_SFX_JUMP]);
                    while(Ghost_Z>0 || Ghost_Jump>0)
                    {
                            Ghost_Move(dir,DARKLINK_JUMP_STEP*(ghost->Step/100),3);
                            Ghost_ForceDir(OppositeDir(dir));
                            //Missing a waitframe.
                    }
            }
    This caused an infinite loop, more so the sword sprite was blank so it didn't appear so I was mistaken which part was causing the problem.
    Last edited by Tamamo; 11-30-2015 at 11:01 AM.

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