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Callback when enemy changes to inactive
Romulator Offline
Not Tech Support ;-)

Posts: 3,628
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#8
RE: Callback when enemy changes to inactive

(11-18-2017, 01:37 AM)FlawlessHappiness Wrote: For your second thing, how would you know when Suitor_1 is disabled? Isn't that the problem?

ReplaceEntity should remove one entity and replace with another, deleting the first, thus having GetEntityExists return false. should though, doesn't mean it will.

Thomas Grip, y u no release source code?

Discord: Romulator#0001
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11-18-2017, 08:41 AM
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RE: Callback when enemy changes to inactive - by Romulator - 11-18-2017, 08:41 AM



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