File
- Defined in \DEC_VIP
Flags
- +CANNOTPUSH
- +CANPASS
- +DORMANT
- +INVULNERABLE
- +NOBLOOD
- +NOTELEPORT
- +PUSHABLE
- +RELATIVETOFLOOR
- +SHOOTABLE
- +SLIDESONWALLS
- +SOLID
Properties
//$category | DynamicProps |
gravity | 10.0 |
health | -1 |
height | 128 |
mass | 999999999999999 |
maxstepheight | 0 |
pushfactor | 0.125 |
radius | 63.9 |
States
Spawn:
DBLD A 1 A_JumpIf(waterlevel == 3, "SpawnUnderwater")
Goto Look
Look:
DBLD A 0 A_ChangeFlag("PUSHABLE", TRUE)
DBLD A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 95, 0, 360)
Loop
See:
MDLA A 0 A_JumpIf((velx != 0 || vely != 0), "Moving")
Goto Spawn
Moving:
DBLD A 15 A_PlaySound("BLKPUSH", CHAN_AUTO, 1)
Goto Spawn
SpawnUnderwater:
DBLD A 1 A_ChangeFlag("PUSHABLE", FALSE)
Goto Spawn
Class Hierarchy
Classes defined in \DEC_VIP
- 100_Score
- 200_Score
- 400_Score
- 500_Score
- 800_Score
- 1000_Score
- 2000_Score
- 4000_Score
- 5000_Score
- 8000_Score
- Token_HudEnabler
- PurpleTeleportFog
- GSBulletPuff
- GSWimpyBulletPuff
- smokebullet
- GSBulletPiece
- PushBlock_1
- Spiketrap1
- SpikeHitbox
- FireShooter_Floor
- FireShooter_Floor_Burst
- FireShooter_Floor_Alt
- FireShooter_Floor_Burst_Alt
- Fireshooter_Up
- Fireshooter_Up_Hires
- CathedralBell
- DestroyableBlock_1
- BlockDebris
- DestroyableBlock_2
- BlockDebris2
- SpiketrapNotMoving
- Flagpole_Mid
- checkpointarmor
- SwitchBlock_Red
- SwitchBlock_Yellow
- SwitchBlock_Blue
- StandBlock_Grey
- PushBlock_2
- GhostBlock
- GhostBlockAlt
- BloodSlicer
- BloodSlicerHitbox