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I was not able to finish the game, because after killing the boss, I had entered the last room and the camera changed the view, the running character got stuck behind a flag, See attached screenshot.
A temporary workaround for this would having the BJRun Spawn state end after a certain number of cycles, 6 is just enough to where it won't end prematurely but won't drag on too long to where it'll get stuck on something.
Unfortunately, it seem like checking the loop via CustomInventory doesn't work here so I had to resort to just duplicating the Spawn state 6 times.
states
{
Spawn:
BLAZ A 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 1.5
BLAZ B 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 1.5
BLAZ D 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 1.5
BLAZ B 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 1.5
BLAZ D 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 1.5
BLAZ B 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 1.5
BLAZ D 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 1.5
BLAZ B 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 1.5
BLAZ D 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 1.5
BLAZ B 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 1.5
BLAZ D 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ A 1.5
BLAZ B 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 6 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
BLAZ C 1.5
BLAZ D 4 NOP A_Chase("*", "*", CHF_NOSIGHTCHECK)
Death:
BLAZ E 7
BLAZ F 7 A_PlaySound("misc/yeah")
BLAZ G 7
BLAZ H 150 A_Stop
BLAZ H -1 Exit_Victory
stop
}
Activity
Blzut3 commentedon Mar 27, 2024
Issue #329 was marked as a duplicate of this issue.
Terraformer9x commentedon Jul 22, 2026
A temporary workaround for this would having the BJRun Spawn state end after a certain number of cycles, 6 is just enough to where it won't end prematurely but won't drag on too long to where it'll get stuck on something.
Unfortunately, it seem like checking the loop via CustomInventory doesn't work here so I had to resort to just duplicating the Spawn state 6 times.