Using image point as projectile firing point

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    I have a ton of different sprites all of which are capable of firing projectiles. However, the firing point is different on all of them, and it also happens at a different spot in the "Attacking" animation, so I decided to set an image point which only exists in that particular frame of the Attacking Animation and test for it in the family of enemy sprites.

    The Shell sprite is a generic sprite which contains a UID ref to the Animation Sprite, the respective firing frame index, as well as a lot of other common enemy properties.

    Is there any chance when a player hits a "cpu spike" in the browser, that a frame might be skipped and the event will fail to return true? If so, how would you recommend restructuring the code to accommodate for this?

    Thanks muchly for assistance,

    -- cacotigon

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