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CacoEye
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha1.0
bloodcolor"00 00 FF"
bloodtypeBlueBloodSpatter
bouncefactor0.3
bouncesound"gibs/meatland"
bouncetypeDoom
damage0
deathsound"gibs/meatland"
gravity0.6
health99999
height4
mass1
radius8
renderstyleTranslucent
seesound"gibs/rip"
translation"0:255=0:255"

States

spawn: TNT1 A 0 NoDelay A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null") TNT1 A 0 A_Jump(128,2) TNT1 A 0 A_SetScale(scalex*(-1),scaley) TNT1 A 0 A_Jump(256,1,2,3) EYE1 ABCDEFGH 2 A_SpawnItemEx("BlueBloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) EYE1 ABCDEFGH 3 A_SpawnItemEx("BlueBloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death Death: TNT1 A 0 TNT1 A 0 A_SetFloorClip TNT1 A 0 A_QueueCorpse TNT1 A 0 A_SetMass(20) TNT1 A 0 A_ChangeFlag("MISSILE",0) TNT1 A 0 A_ChangeFlag("SHOOTABLE",1) TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0) Death1: TNT1 A 0 A_jumpIfInventory("WasGibbed",1,"Raise") EYE1 I 35 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null") loop Raise: TNT1 A 0 A_GiveToChildren("WasGibbed",1) TNT1 A 0 A_FaceMaster TNT1 A 0 ACS_NamedExecuteAlways("BD_GibThrust",0,0,0,0) EYE1 I 1 A_FadeOut(0.07) wait

Class Hierarchy

Classes defined in \BD_GORE.txt