In addition to these, take a look at the ZDoom forums project thread for some more development news.


Structure of BDLite monsters

The edited monsters are the real meat of Brutal Doom. Each one of them defines a vast tree of states that builds on the normal Doom monster behaviour, most notably what happens when they're shot. Far from just falling over and dying with the same two animations each time, each monster has a large library of sprites for being maimed in a variety of morbidly interesting ways depending on the damage type. These typically spawn large numbers of gibs/remains from the original monster, or even have the monster going into a last stand where it can still attack desperately as it dies. This results in class definitions that are even bigger than the weapons - the Sergeant, for example, weighs in at 1099 lines, with extra definitions for dead variants and other extras bringing the size of the file up to 1376 lines.

BrutalDoom V20 Sergeant definition
ACTOR ShotgunGuy1: ShotgunGuy Replaces ShotgunGuy { Game Doom Health 50 SpawnID 1 Radius 16 Height 44 Height 44 Mass 100 Speed 6 FastSpeed 12 Scale 0.98 PainChance 200 PainChance "Avoid", 50 PainChance "Head", 255 PainChance "Kick", 255 PainChance "Melee", 255 PainChance "HelperMarineFatality", 255 PainChance "MonsterKnocked", 255 PainChance "ExplosiveImpact", 255 damagefactor "Crush", 5.0 PainChance "Taunt", 255 damagefactor "Avoid", 1.0 damagefactor "DontCallTheBaron", 0.0 damagefactor "TeleportRemover", 0.0 damagefactor "GibRemoving", 0.0 damagefactor "SSG", 50.0 DropItem "GrenadeAmmo" 15 DropItem "Shotgun" damagetype "Melee" Monster +FLOORCLIP +SLIDESONWALLS BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood" SeeSound "grunt/sight" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Shrapnel", 0.3 damagefactor "Kick", 0.4 damagefactor "taunt", 0.0 Obituary "%o got his face splattered on the wall by a Zombie Shotgunner." MaxStepHeight 24 MaxDropOffHeight 32 DamageFactor "CauseObjectsToSplash", 0.0 States { Pain.Avoid: TNT1 A 0 TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight") Goto AvoidLeft AvoidLeft: SPOS A 1 A_FaceTarget TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0) ZRO4 ABCDEFGH 2 A_FaceTarget Goto Missile AvoidRight: SPOS A 1 A_FaceTarget TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0) ZRO3 ABCDEFGH 2 A_FaceTarget Goto Missile ReplaceVanilla: TNT1 A 0 A_ChangeFlag("THRUACTORS", 1) TNT1 A 0 A_ChangeFlag("COUNTKILL", 0) TNT1 A 0 A_SpawnItemEx ("VanillaShotgunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0) Stop Spawn: TNT1 A 0 TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated TNT1 A 0 TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1) TNT1 A 0 A_GiveInventory("TypeSergeant", 1) TNT1 A 0 A_TakeInventory("SergeantAmmo", 6) TNT1 A 0 A_GiveInventory("SergeantAmmo", random(0,5)) SPOS B 1 Goto Stand Stand: SPOS A 0 A_CheckSight("Stand2") TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID B 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID B 10 A_Look Loop Stand2: SPSS Z 1 A_Look Goto Stand FallBack: TNT1 A 0 A_CheckSight("Advance") TNT1 A 0 A_ChangeFLag("NODROPOFF", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS D 2 A_FaceTarget SPOS D 2 A_Recoil(2) TNT1 A 0 A_jump(64, "Missile") TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS C 2 A_FaceTarget SPOS C 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS B 2 A_FaceTarget SPOS B 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS A 2 A_FaceTarget SPOS A 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS D 2 A_FaceTarget SPOS D 2 A_Recoil(2) TNT1 A 0 A_jump(64, "Missile") TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS C 2 A_FaceTarget SPOS C 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS B 2 A_FaceTarget SPOS B 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS A 2 A_FaceTarget SPOS A 2 A_Recoil(2) TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) GOto Missile SearchForPlayer: Idle: TNT1 A 0 A_ClearTarget TNT1 A 0 A_TakeInventory("EnemyMemory", 30) TNT1 A 0 A_GiveInventory("SKShotgunGUy", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID C 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID D 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look SPOS A 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS B 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS C 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS D 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(128, "Idle") SPOS A 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS B 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS C 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS D 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) Loop See: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_TakeInventory("SKZombieman", 1) TNT1 A 0 A_TakeInventory("EnemyMemory", 15) TNT1 A 0 A_CheckSight("SeeNeverSeen") Goto SeeContinue SeeContinue: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_JumpIfCloser(200, "FallBack") //Advance: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer") TNT1 A 0 A_GiveInventory("EnemyMemory", 1) TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS AA 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS AA 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS BB 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS BB 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS CC 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS CC 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS DD 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS DD 2 A_Chase Loop SeeNeverSeen: TNT1 A 0 A_JumpIfCloser(200, "FallBack") Advance: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS AA 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_TakeInventory("SKZombieman", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS BB 2 A_Chase TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS CC 2 A_Chase TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS DD 2 A_Chase Loop Missile: TNT1 A 0 A_Stop TNT1 A 0 A_TakeInventory("EnemyMemory", 10) TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_GiveInventory("SergeantAmmo", 1) SPOS D 5 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS E 10 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) SPOS E 4 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) //TNT1 A 0 A_SetPitch(random (-8, 8) + pitch) TNT1 AAAAA 0 A_CustomMissile("MonsterTracer", 36, 0, random(-7, 7), 1, random(-4, 4)) TNT1 AAAAAAAA 0 A_CustomMissile("ShotgunParticles", 36, 0, random(-9, 9), 6, random(-9, 9)) TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/sg") SPOS F 5 BRIGHT //A_CustomBulletAttack(8, 8, 10, 3, "HitPuff") TNT1 A 0 A_Recoil(1) SPSR C 6 TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS E 7 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPSR A 7 TNT1 A 0 A_PlaySound("weapons/sgpump") TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPSR B 7 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPSR A 7 TNT1 A 0 A_JumpIfInventory("SergeantAmmo", 6, "Reload") Goto SeeContinue Reload: TNT1 A 0 TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) SPSR A 15 TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) SPSR A 10 TNT1 A 0 A_PlaySound("weapons/sgpump") TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) SPSR B 10 TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) SPSR A 10 TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) Goto SeeContinue Pain: TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 9) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS G 5 TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS G 5 A_Pain TNT1 A 0 A_Jump(196, "Missile") Goto SeeContinue TNT1 AAAAA 0 TNT1 A 0 A_Pain ID11 H 6 Goto GetUp Pain.Melee: TNT1 A 0 TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "GotoStealthKill") TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6) TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) SPOS G 3 TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) SPOS G 3 A_Pain Goto SeeContinue TNT1 AAAAA 0 TNT1 A 0 A_Pain ID11 H 8 ID11 S 35 TNT1 A 0 A_TakeInventory("IsDown", 1) ID11 T 10 Goto SeeContinue Pain.ExplosiveImpact: Pain.ExtremePunches: Pain.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 TNT1 A 0 A_Pain TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain") TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_GiveInventory("IsDown", 1) TNT1 A 0 ThrustThingZ(0,40,0,1) SPO4 UUVWXY 4 Goto FallingAfterImpact Pain.Kick: Pain.HeavyImpact: TNT1 A 0 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain") ID11 G 1 A_Pain TNT1 A 0 A_GiveInventory("IsDown", 1) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_ChangeFlag("NOPAIN", 1) //ID11 E 1 A_Chase ("","") SPO4 U 1 A_facetarget SPO4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0) SPO4 UVWXY 3 TNT1 A 0 A_ChangeFlag("NOPAIN", 0) Goto FallingAfterImpact FallingAfterImpact: ID11 H 1 A_GiveInventory ("FallingHeight", 1) ID11 H 1 A_CheckFloor ("GetUp") NULL A 0 A_JumpIf (momz == 0, "GetUp") Loop GetUp: TNT1 A 0 TNT1 A 0 A_GiveInventory("IsDown", 1) TNT1 A 0 A_SpawnItem("LargeMassWaterImpact") TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1) TNT1 A 0 A_ChangeFlag("NOPAIN", 0) TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_ChangeFLag("GHOST", 1) TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDie") ID11 SSSSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact") TNT1 A 0 A_TakeInventory("FallingHeight", 100) ID11 T 10 TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0) TNT1 A 0 A_TakeInventory("IsDown", 1) TNT1 A 0 A_ChangeFlag("SOLID", 1) Goto SeeContinue FallingDie: TNT1 A 0 TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0) TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp") TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath") TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDeath") FallingDeath: TNT1 A 0 TNT1 A 0 A_Scream TNT1 A 0 A_NoBLocking TNT1 A 0 A_Stop TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130)) ID11 EF 2 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS L -1 Stop FallingSuperDeath: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBLocking TNT1 A 0 A_SpawnItem ("GrowingBloodPool") Goto Death.ExplosiveImpact+1 Pain.KillMe: TNT1 A 0 Goto Missile Death.KillMe: Death.Taunt: TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_SpawnItem("ShotgunGuy") Stop Death.Shotgun: TNT1 A 0 A_Jump(42, "Death.Shotgunontheface") TNT1 A 0 A_JumpIfCloser(80, "Death.Blast") TNT1 A 0 A_JumpIfCloser(320, "Death.Shotgunontheface") Goto Death Death.Shotgunontheface: Death.HeavyImpact: TNT1 A 0 TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0) TNT1 A 0 A_Jump(24, "Death.ARm") TNT1 A 0 A_Jump(128, "DeathShotgunFly") TNT1 A 0 A_NoBlocking TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_Jump(128, "DeathShotgunontheface2") TNT1 A 0 A_Stop TNT1 A 0 A_Pain SPOS H 1 A_FaceTarget TNT1 A 0 A_Recoil(13) TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_Scream TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160)) SPO4 ABCD 4 SPO4 EFGHIJ 4 A_JumpIf((MomY == 0), "DSFStop") Goto DSFStop+1 DSFStop: TNT1 A 0 A_SpawnItem("Ploft3") TNT1 A 0 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0)) SPO4 J -1 Stop DeathShotgunontheface2: TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_Stop TNT1 A 0 A_Pain SPOS H 1 A_FaceTarget TNT1 A 0 A_Scream TNT1 A 0 A_Recoil(13) TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160)) SPO4 KLMN 4 SPO4 OPQRST 4 A_JumpIf((MomY == 0), "DSFStop2") Goto DSFStop2+1 DSFStop2: TNT1 A 0 A_SpawnItem("Ploft3") TNT1 A 0 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0)) SPO4 T -1 Stop DeathShotgunFly: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil (6) SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") SPO4 V 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") SPO4 W 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 X 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 Y 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_SpawnItem("GrowingBloodPool") TNT1 A 0 A_SpawnItem("DeadShotgunguy1") Stop TakeASit: TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) SPO4 U 5 TNT1 A 0 A_SpawnItem("GrowingBloodPool") TNT1 A 0 A_SpawnItemEx("DeadShotgunguy_Slumped", 10) Stop Death.Eat: TNT1 A 0 TNT1 A 0 A_NoBlocking TNT1 A 0 A_Scream TNT1 A 0 A_GiveToTarget("SergeantFatality",1) Stop Death.ShotgunonthefaceArm: TNT1 A 0 TNT1 A 0 A_Jump(128, "Death.Arm") TNT1 A 0 ThrustThingZ(0,40,0,1) TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking ID11 OP 15 TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm") Stop GotoStealthKill: TNT1 A 1 TNT1 A 0 A_Explode(100, 1, 1) TNT1 A 1 Goto SeeContinue Death.Melee: TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down") TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill") Death.Kick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil (8) SPO4 UUVWXY 4 SPOS L -1 Stop Death: TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down") TNT1 A 0 A_Jump(96, "Death.Arm") Death.MinorLeg: TNT1 A 0 A_Jump(48, "Death.Leg") SPOS H 5 A_Scream SPOS I 5 SPOS J 5 A_NoBlocking SPOS K 5 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS L -1 Stop Death.Down: Death.Trample: TNT1 A 0 TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40)) ID11 H 12 TNT1 A 0 A_SpawnItem("DeadShotgunguy") Stop Death.Leg: TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160)) SPO3 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_Playsound ("grunt/death") SPO3 B 3 SPO3 C 3 A_NoBlocking TNT1 A 0 A_SpawnItemEx ("SergeantGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop LeaveCrawling: TNT1 A 0 TNT1 A 0 A_SpawnItemEx ("DyingSergeantNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) TNT1 A 0 Stop Death.Arm: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160)) SPO5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItemEx ("DyingSergeant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop HeadExploder: TNT1 A 0 A_Jump(72, "Death.HeadExplode") Goto Death.HeadMinor Death.Head: TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma") TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate") TNT1 A 0 A_JumpIfHealthLower(-200, "HeavyHead") TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode") TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder") Death.HeadMinor: TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 A_Jump(142, "DeathMinorHead4") TNT1 A 0 A_Jump(32, "Death.MinorHeadLong") TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360)) TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (100, 130), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (90, 110), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (100, 130), 2, random (0, 160)) TNT1 A 0 A_Scream SPOS TTTTUU 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 120, 2, random (0, 60)) SPOS VVV 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, 120, 2, random (60, 120)) TNT1 A 0 A_NoBlocking SPOS XXXYYY 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS Z -1 Stop Death.MinorHeadLong: TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360)) TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160)) SPOS U 6 A_Scream SPOS V 6 A_NoBlocking SPOS VWVWVW 18 A_Pain SPOS XY 6 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS Z -1 Stop DeathMinorHead4: TNT1 A 0 TNT1 A 0 A_Pain TNT1 A 0 A_FaceTarget TNT1 A 0 A_CustomMissile ("Brains4", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) 13DG J 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160)) 13DG KL 8 TNT1 A 0 A_Scream 13DG M 6 A_NoBlocking TNT1 A 0 A_SpawnItem ("GrowingBloodPool") 13DG N -1 Stop Death.headExplode: TNT1 A 0 A_XScream TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50) TNT1 A 0 A_NoBlocking SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120)) SPDH DDDDEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120)) SPDH EEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPDH E -1 Stop HeavyHead: TNT1 A 0 A_ClearTarget SOSL G 1 A_Chase("", "") SOSL G 1 A_Pain TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(10) TNT1 A 0 ThrustThingZ(0,35,0,1) TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (10, 170)) TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) ZMAD B 0 A_XScream TNT1 A 0 A_SpawnItem("BloodSplasher2") ZMAD C 0 A_NoBlocking SOSL GHIJK 6 SOSL LLLLLLLLLLLLLLLLLLL 4 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (10, 40)) SOSL L -1 Stop Death.decaptate: TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90)) TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120)) SPDH DDDDDDEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120)) SPDH EEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPDH E -1 Stop Death.Saw: Death.cut: Death.HKFT: TNT1 A 0 TNT1 A 0 A_Jump(96, "Death.Arm") Goto Death.Tear Death.cutless: TNT1 A 0 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down") TNT1 A 0 A_Jump(16, "Death") TNT1 A 0 A_Jump(32, "Death.Cut") TNT1 A 0 A_Jump(16, "Death.LegMassacre") Goto Death.Minigun Death.Tear: TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_XScream TNT1 O 0 A_NoBlocking SP2X AA 8 TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160)) SP2X BBCD 8 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SP2X E -1 Stop Death.Minigun: TNT1 A 0 TNT1 A 0 A_FaceTarget TNT1 A 0 A_Scream TNT1 O 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("BrutalizedSergeant1", 1) Stop Death.LegMassacre: TNT1 A 0 TNT1 A 0 A_FaceTarget TNT1 A 0 A_Scream TNT1 O 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("BrutalizedSergeantLeg", 1) Stop Death.Blast: Death.Railgun: TNT1 A 0 TNT1 A 0 A_FaceTarget TNT1 A 0 A_Jump(12, "Death.Arm") TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(128, "Death.Blast2") TNT1 A 0 A_Scream TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90)) ZXZ7 A 6 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") ZXZ7 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60)) ZXZ7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40)) ZXZ7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60)) ZXZ7 E -1 Stop Death.Blast2: TNT1 A 0 A_XScream TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40)) TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90)) ZXZ6 A 6 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") ZXZ6 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60)) ZXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40)) ZXZ6 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60)) ZXZ6 E -1 Stop Death.SuperPunch: Death.SSG: SZD1 E 1 A_Pain SZD1 E 1 A_FaceTarget TNT1 A 0 A_SpawnItem("BloodSplasher2") TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40)) //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking SZD1 EEFFGH 6 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SZD1 H -1 Stop Death.GreenFire: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160)) EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360)) XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43) Stop Death.Plasma: Death.Plasma2: PBR1 A 6 A_Scream TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180)) TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180)) TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180)) PBR1 B 6 A_NoBlocking PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)) PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160)) PBR1 H -1 Stop Death.SuperPlasma: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43) TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160)) XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43) TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160)) XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43) TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360)) TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 Stop Death.Fatality: TNT1 A 0 TNT1 A 0 A_Pain TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1) Goto Death.ExplosiveImpact TNT1 A 0 A_NoBlocking TNT1 A 0 A_GiveToTarget("GoFatality", 1) TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality1", "Death.Fatality2", "Death.Fatality3") Death.Fatality1: TNT1 A 0 A_GiveToTarget("SergeantFatality", 1) Stop Death.Fatality2: TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1) Stop Death.Fatality3: TNT1 A 0 A_GiveToTarget("SergeantFatality3", 1) Stop Death.HelperMarineFatallity: Death.BHFT: Death.RVFT: TNT1 A 0 TNT1 A 1 A_Pain TNT1 A 0 A_Chase("","") TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_GiveToTarget("SergeantFatality", 1) Stop Death.fire: Death.burn: Death.flames: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem("BurningZombieMan", 0, 7) //TNT1 A 0 A_SpawnItem("BurningShotgunguy", 0, 10) Stop XDeath: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160)) Stop Death.Desintegrate: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem("DesintegratedHuman") Stop Crush: Death.Stomp: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360)) TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180)) TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180)) TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180)) TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItem ("CrushedRemains") TNT1 A 1 TNT1 A 1 A_XScream TNT1 A 1 A_NoBlocking Stop Death.ExplosiveImpact: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(96,"Death.LandMine") TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 ThrustThingZ(0,30,0,1) ID14 AB 5 ID14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact") ID14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact") TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg") Stop Dead.ExplosiveImpact: TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg") TNT1 A 0 A_SpawnItem ("Ploft") TNT1 A 0 A_SpawnItem ("MuchBlood") Stop Death.LandMine: TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 32, 0, random (0, 360), 2, random (0, 160)) //TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90)) TNT1 A 0 ThrustThingZ(0,50,0,1) ID16 A 1 A_Scream ID16 A 9 ID16 BCD 9 A_CheckFloor ("Dead.Landmine") ID16 DDDD 9 A_CheckFloor ("Dead.Landmine") TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1) Stop Dead.Landmine: TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1) TNT1 A 0 A_SpawnItem ("Ploft") TNT1 A 0 A_SpawnItem ("MuchBlood") Stop Raise: SPOS L 5 SPOS KJIH 5 Goto SeeContinue StealthKill: TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("FistsSelected", 1, 1) Goto Death TNT1 A 0 A_GiveToTarget("GoFatality", 1) TNT1 A 0 A_GiveToTarget("SKShotgunGuy", 1) TNT1 A 0 A_Fall //TNT1 A 0 A_NoBlocking TNT1 A 0 A_Die("Stealthy") TNT1 A 1 TNT1 A 1 Stop Death.Stealthy: TNT1 A 0 Stop Death.Ice: Death.Freeze: Death.Frost: TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0) TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_SpawnItem("FrozenShotgunguy") Stop Death.Massacre: Goto Death } }

A lot of the enemies in Brutal Doom have a concept of memory - as they chase you, they gradually decrement the number of EnemyMemory in their inventory, and if you've been out of sight for a while, they revert to just wandering instead of chasing you. And there are some very fine details like having the Sergeant keep an ammo count - once he's fired all his shells, he has to stop and reload the next time Missile is called. It's a clever idea, but it's a bit wasted because in normal gameplay for a monster that is dispatched so easily, you really aren't going to notice this happening. It would be good for a boss, though.

Damage types

Before going very far down the class, you can see a large number of PainChance and DamageFactor definitions - and like most other things in Brutal Doom, damage types are all over the place. It's even more difficult to keep track of them than most other elements because damage types don't require definition anywhere - they're just strings, which are easy to typo undetectably and don't have a central place to look them up.

Brutal Doom actually uses some damage types in clever ways - for example, flying body parts from monsters cause the Blood damage type, which everything declares itself immune to - however, the Pain.Blood state still gets called if something is hit by one, producing effects like blood-stained barrels or drips on the player's screen. Another unorthodox damage type is Avoid, which causes no damage but which is intended to cause a monster to attempt to dodge aside if hit by it - it's used in places like the rocket launcher, which fires an invisible hitscan to alert enemies as the real projectile launches.

Deciding what to keep and what to avoid from all of the above was a challenge, but in the end I removed most of the special cases and pared the whole thing down to just eight damage types:

There are still a couple of other ones that get used very occasionally, such as GreenFire for the Hell Knight's attacks, but for the vast majority of the time I stuck with the above.

Death states

In Brutal Doom, each damage type's death state for each monster is unique. They contain a lot of hard-to-follow jumps for randomization or special cases, and spawn a ton of additional blood and/or gib items. Here's just one of them taken from the Sergeant class above.

BrutalDoom V20 Sergeant SSG death definition
Death.SSG: SZD1 E 1 A_Pain SZD1 E 1 A_FaceTarget TNT1 A 0 A_SpawnItem("BloodSplasher2") TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40)) //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking SZD1 EEFFGH 6 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SZD1 H -1 Stop

BDLite restructures the death states so that the entry points are much more straightforward:

BDLite Sergeant death definitions
Death: Death.Bullet: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieNormal", "DieNormal2") Death.Kick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieRollBack") Death.SuperKick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieSplit", "DieGibs") Death.Shotgun: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieBlastedBack", "DieRollBack", "DieArmOff", "DieRoll") Death.RapidFire: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieArmOff", "DieInHalf", "DieHeadOff", "DieHoleThroughChest", "DieRoll") Death.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIf(health > -10, "DieNormal") TNT1 A 0 A_Jump(256, "DieGibs", "XDeath") Death.Plasma: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DiePlasma") Death.Flak: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieJustLegs", "DieInHalf", "DieGibs")

The death states only do a small amount of work to indicate the monster is dead, and then define a selection of one or more Die___ states to randomly jump to afterwards. Monsters can have as few or as many Die states as you like - for some of them, I used the huge number of sprites available to define many variations, but for others, just a few variations were enough.

The Die states are where the animation and blood-spawning now take place. Each one is named roughly after the style of death it shows - DieInHalf or DieHeadOff, for example, and for the ones that involve madly firing as they fall over I chose to use the term "DieRambo". There's often a bit of repetition in here, but it's much clearer now what they're doing - spawn the gibs, animate the sprite, and end it either with a frame of length -1 or a Stop to remove the actor entirely. Here are four of them - the Sergeant is among the actors with the most possible deaths at 14.

BDLite Sergeant Die states
DieHeadOff: TNT1 A 0 A_CustomMissile ("BdGibZombieHead", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) SPDH ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPDH E -1 DieHoleThroughChest: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) TNT1 A 0 A_CustomMissile ("BdGibZombieRibcage", 42, 0, random (0, 360), 2, random (10, 160)) ZXZ7 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) ZXZ7 E -1 DieRoll: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 0 ThrustThingZ(0,5,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(random(2, 4)) SPO4 ABCDJ 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 J -1 DiePlasma: PBR1 A 2 TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 { A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180)); } TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMelting", 35, 0, random (0, 360), 2, random (0, 160)) PBR1 BBBBBB 2 A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 48) PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("BdBloodPool") PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 { A_CustomMissile ("BdPlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160)); A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 8); } PBR1 H -1 Stop

The Plasma death states tend to be the longest as they spawn some extra objects compared to normal deaths (they use a carbonized version of the monster sprite and show flecks of plasma evaporating off them) - but there's now no unexpected jumping around, the animations are all straightforward to read. You'll also notice that the blood and gib classes are entirely different, an overhaul that I'll describe in the next post.

As for pain states, they remain mostly the same as in Doom, with the exception of Kick which typically has a much higher PainChance than it would normally and thrusts the target monster back a bit - this keeps the kick's unique advantage in being able to slow monsters down and get out if they're crowding you in.