Instead of setting the sprite to delete itself at the end of its path, you could tell it to "Activate EOP_<SpriteName>*", which would cause it to activate all functions on the layer whose name starts with "EOP_MyDyingSprite" (where MyDyingSprite is the name of the sprite definition). You could make EOP_MyDyingSpriteDelete delete all instances of MyDyingSprite and you could make another function EOP_MyDyingSpriteReset create a new instance of MySprite.