Good idea.doomero wrote: Torr, is not necesary i fixed the problem changing the code, i replaced a_jumpif for a_jumpifinventory, anyway thanks.
A_JumpIf uses significantly more memory than A_JumpIfInventory.
Once, I made a "fish" monster. It was just a flying monster (+FLOAT +NOGRAVITY) but would be forced to remain underwater by constant A_JumpIf calls in its chase state.
Code: Select all
Spawn:
FISH A 4 A_JumpIf(waterlevel == 2, 1)
Goto Swimdown
FISH A 0
Loop
Swimdown:
FISH A 0 A_Gravity
FISH A 4 A_JumpIf(waterlevel == 2, 1)
Loop
FISH A 0 A_NoGravity
Goto Spawn