File
- Defined in \BD_GORE.txt
Flags
- +ALWAYSTELEFRAG
- +DROPOFF
- +DROPPED
- +EXPLODEONWATER
- +FIXMAPTHINGPOS
- +FLOORCLIP
- +FORCEXYBILLBOARD
- +GHOST
- +LOOKALLAROUND
- +MISSILE
- -NOGRAVITY
- +NOTAUTOAIMED
- +NOTELEPORT
- +THRUACTORS
Properties
+noblockmap | +MOVEWITHSECTOR |
alpha | 1.0 |
bloodcolor | "00 00 FF" |
bloodtype | BlueBloodSpatter |
bouncefactor | 0.3 |
bouncesound | "gibs/meatland" |
bouncetype | Doom |
damage | 0 |
deathsound | "gibs/meatland" |
gravity | 0.6 |
health | 99999 |
height | 4 |
mass | 1 |
radius | 8 |
renderstyle | Translucent |
scale | 0.45 |
seesound | "gibs/rip" |
translation | "0:4=48:79","5:8=48:79","9:12=48:79","13:15=48:79","16:47=48:79","48:79=48:79","80:111=48:79","112:127=48:79","128:151=48:79","152:159=48:79","160:167=48:79","168:191=48:79","208:223=48:79","224:231=48:79","232:235=48:79","236:239=48:79","248:249=48:79","250:254=48:79","255:255=48:79" |
States
spawn:
TNT1 A 0 NoDelay A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null")
TNT1 A 0 A_QueueCorpse
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_SetScale(scalex*(-1),scaley)
TNT1 A 0 A_Jump(256,"Spawn2","Spawn3","Spawn4","Spawn5","Spawn6")
spawn2:
TNT1 A 0 A_GiveInventory("DummyChecker",2)
GIB2 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)
GIB2 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
spawn3:
TNT1 A 0 A_GiveInventory("DummyChecker",3)
GIB3 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)
GIB3 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
spawn4:
TNT1 A 0 A_GiveInventory("DummyChecker",4)
GIB4 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)
GIB4 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
spawn5:
TNT1 A 0 A_GiveInventory("DummyChecker",5)
GIB5 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)
GIB5 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
spawn6:
TNT1 A 0 A_GiveInventory("DummyChecker",6)
GIB6 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)
GIB6 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 A_SetMass(30)
TNT1 A 0 A_ChangeFlag("MISSILE",0)
TNT1 A 0 A_ChangeFlag("SHOOTABLE",1)
TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
TNT1 A 0 A_SetFloorClip
Death1:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null")
TNT1 A 0 A_JumpIfInventory("WasGibbed",1,"Raise")
TNT1 A 0 A_Jump(256,CountInv("DummyChecker"))
GIB1 X 30
loop
GIB2 X 30
loop
GIB3 X 30
loop
GIB4 X 30
loop
GIB5 X 30
loop
GIB6 X 30
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)
TNT1 A 0 A_Jump(256,CountInv("DummyChecker"))
GIB1 X 1 A_FadeOut(0.07)
wait
GIB2 X 1 A_FadeOut(0.07)
wait
GIB3 X 1 A_FadeOut(0.07)
wait
GIB4 X 1 A_FadeOut(0.07)
wait
GIB5 X 1 A_FadeOut(0.07)
wait
GIB6 X 1 A_FadeOut(0.07)
wait
Class Hierarchy
Classes defined in \BD_GORE.txt
- Gibs_General
- MeatPiece
- BigMeatPiece
- CacoMeatPiece
- Heart
- PossHand
- PossLeg1
- PossLeg2
- PossHead
- PossTorso1
- PossTorso2
- SPosHand
- SPosLeg1
- SPosLeg2
- SPosHead
- SPosTorso1
- SPosTorso2
- CPosHand
- CPosLeg
- CPosHead
- CPosTorso1
- CPosTorso2
- ImpHand
- ImpLeg1
- ImpLeg2
- ImpHead
- ImpTorso1
- ImpTorso2
- SSHand
- SSLeg
- SSHead
- SSCap
- SSTorso1
- SSTorso2
- DemonHand
- DemonHead
- SpectreHand
- SpectreHead
- LS_horn
- LS_skull
- LS_shard
- PainHand
- PainJaw
- PainHorn
- CacoEye
- SkelHead
- SkelLeg
- SpiderBrain_right
- SpiderBrain_left
- SpiderFace
- SpiderHand_left
- SpiderHand_right
- SpiderLeg_Right
- SpiderLeg_Left
- SpiderPiece1
- SpiderPiece2
- SpiderPiece3
- SpiderPiece4
- SpiderPiece5
- CyberHand_right
- CyberHand_left
- CyberHead
- CyberLeg_right
- CyberLeg_left
- CyberTorso1
- CyberTorso2
- CyberTorso3