#define anim_idle 0
#define anim_attack 1
action guard_with_pointer(){
guard1 = my; //needed?
var anim = anim_idle;
var anim_percent = 0;
var health = 100;
var able_keyQ = true; //flag for identifying if 'q' is needed to be pressed
while(me){ //change to me to prevent crashes when me doesn't exist
if(health > 0){ //dont do anything if dead
switch(anim){
case anim_idle:
if(able_keyQ){ //if accepting 'q'
if(key_q){
anim = anim_attack;
able_keyQ = false;
}
}else{
if(!key_q){
able_keyQ = true;
}
}
break;
case anim_attack:
anim_percent += 3 * time_step;
if(anim_percent >= 100){ //if finished attack
anim = anim_idle;
}else{
ent_animate(my, "attack", attack_percentage, ANM_CYCLE);
}
break;
}
}
wait(1);
}
}