Bad news, guys. This bug is back.
I was working on the Shinku Tatsumaki, then I modified one of the Explods on the Shinku Hadoken frame, and this happened.
Here's the entire Statedef of the laser, it has the destroyself and everything. What the hell is going on? ;Laser
[statedef 3036]
type = a
movetype = A
velset = 0,0
anim = 3036
sprpriority = 5
[State 3036, BindToParent]
type = BindToParent
triggerall = parent,stateno = 3030
trigger1 = 1
time = 1
pos = 60,-50
[State 3036, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3036, NotHitBy]
type = NotHitBy
trigger1 = !time
value = SCA,NA,SA,HA
time = 1
[State 3036, HitOverride]
type = HitOverride
trigger1 = !time
attr = SCA,NP,SP,HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1100
time = -1
[State 3036, HitDef]
type = HitDef
trigger1 = uniqhitcount <24
attr = S,NP
guardflag = MA
animtype = Heavy
air.animtype = light
priority = 5,Hit
damage = 13,1
;pausetime = 0 ,0
guard.pausetime = 0,0
sparkno = S9105
guard.sparkno = S9101
sparkxy = 0,0
hitsound = S5,2
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = -6
ground.hittime = 10
air.hittime = 20
ground.velocity = -6,0
air.velocity = -6,0
airguard.velocity = -1.9,-0.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1getp2facing = 0
fall = 1
hitonce = 1
getpower = 0,0
envshake.time = 10
envshake.freq = 120
envshake.ampl = -2
envshake.phase = 90
fall.envshake.time = 0
[State 3036, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0