Chaingun windup animation help

Same principle again: Replace "goto CaseFire" with a state with A_Refire("CaseFire") action and followed by "goto Ready" (or "goto X", where X is a new label that you put somewhere in the wind-down animation). Once you understand the concept of conditional and unconditional jumps, you should be able to easily define any kind of control flow.

Edited by scifista42

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Once again... thanks. Step by step, the logic is getting through to me. :)

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