File
- Defined in \BD_WEAP.txt
Flags
- +DROPOFF
- +FIXMAPTHINGPOS
- +FLOORCLIP
- +FORCEXYBILLBOARD
- +GHOST
- +LOOKALLAROUND
- +MISSILE
- -NOGRAVITY
- +NOTAUTOAIMED
- +NOTELEPORT
- +THRUACTORS
Properties
+noblockmap | +MOVEWITHSECTOR |
alpha | 1.0 |
bouncefactor | 0.5 |
bouncesound | "weapons/shotgunshells" |
bouncetype | "doom" |
damage | 0 |
height | 1 |
mass | 1 |
radius | 1 |
renderstyle | Translucent |
scale | .2 |
seesound | "" |
States
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
CAS2 ABCDEFGH 1 A_JumpIf(waterlevel > 0, "Death")
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_debris")==0,"Null")
TNT1 A 0 A_JumpIf(velz == 0,"Death")
goto spawn+3
Death:
TNT1 A 0
TNT1 A 0 A_Stop
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_SetScale(scalex*(-1),scaley)
TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0) // So it moves with raising/lowering floors
TNT1 A 0 A_jump(256,1,2,3)
CAS2 I 30 A_JumpIf(GetCVAR("bdoom_debris")==0,"Null")
wait
CAS2 J 30 A_JumpIf(GetCVAR("bdoom_debris")==0,"Null")
wait
CAS2 K 30 A_JumpIf(GetCVAR("bdoom_debris")==0,"Null")
wait