<
 
ShotgunCasing
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha1.0
bouncefactor0.5
bouncesound"weapons/shotgunshells"
bouncetype"doom"
damage0
height1
mass1
radius1
renderstyleTranslucent
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

Class Hierarchy

Classes defined in \BD_WEAP.txt