I have an action which is running once on a sprite :
id flyUp = [CCSpawn actions:
[CCScaleTo actionWithDuration:0.9 scale:1],
[CCRotateBy actionWithDuration: 0.9 angle: 360],
[CCMoveTo actionWithDuration:0.9 position:ballHighPoint],
nil];
id flyUpSeq = [CCSequence actions:
flyUp,
[CCCallFunc actionWithTarget:self selector:@selector(oponentServed)],
nil];
However when I have a breakpoint inside the "oponentServed" - it executes constantly. Correct me if wrong but CCallFunc executes the selector once right?