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ImpTorso2
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha1.0
bloodtypeBloodSpatter
bouncefactor0.3
bouncesound"gibs/meatland"
bouncetypenone
damage0
deathsound"gibs/meatland"
gravity0.6
health99999
height14
mass50
radius12
renderstyleTranslucent
scale1
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) TR42 ABCD 3 A_SpawnItemEx("BloodSpurt",random(-2,2),random(-2,2),random(0,2),random(1,3),0,random(0,1),random(-165,195),SXF_SETMASTER) TR42 DDDD 6 A_SpawnItemEx("BloodSpurt",random(-2,2),random(-2,2),random(0,2),random(1,3),0,random(0,1),random(-165,195),SXF_SETMASTER) goto death Death: TNT1 A 0 TNT1 A 0 A_SetFloorClip TNT1 A 0 A_QueueCorpse 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") TR42 E 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) TR42 E 1 A_FadeOut(0.07) wait

Class Hierarchy

Classes defined in \BD_GORE.txt