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DemonHand
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha1.0
bloodtypeBloodSpatter
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) HND8 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-1,1),random(-1,1),random(-1,1), random(1,3),0,random(0,1),random(-165,195),SXF_SETMASTER,32) HND8 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-1,1),random(-1,1),random(-1,1), random(1,3),0,random(0,1),random(-165,195),SXF_SETMASTER,32) goto death Death: TNT1 A 0 TNT1 A 0 A_SetFloorClip TNT1 A 0 A_QueueCorpse 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_jumpIfInventory("WasGibbed",1,"Raise") HND8 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) HND8 I 1 A_FadeOut(0.07) wait

Class Hierarchy

Classes defined in \BD_GORE.txt