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BdGib
 
These represent individual flying body parts. All gibs are objects that spin through the air (using the actor roll property with the +ROLLSPRITE flag) and land on the ground, where they check if the Janitor CVAR is on and then either enter an infinite state or hang around for a while before disappearing. The vast bulk of all of this is handled in the BdGib base class, which sets a random rotation speed and then leaves the subclass to handle its own display and flight before it lands.

File

Flags

Properties

bouncefactor0.01
decalBrutalBloodSplat
gameDoom
gravity0.6
height8
mass4
radius8
speed10

States

Spawn: TNT1 A 0 NoDelay A_SpawnItem("BdBloodSpot", 0, 0, 0, 1) TNT1 A 0 A_SetUserVar("user_rotationspeed", random(30, 50)) TNT1 A 0 A_SetUserVar("user_rotationspeed", user_rotationspeed * randompick(-1, 1)) TNT1 A 0 A_JumpIf(waterlevel >= 1, "Underwater") TNT1 A 0 A_Jump(256, "Fly") Underwater: TNT1 A 0 Stop Lying: "----" A 1 A_JumpIf(GetCVar("bd_janitor") == 1, "Expiring") //If the janitor cvar is on, skip the infinite frame and go away after a random time instead "----" A 100 Loop Expiring: "----" A random(60, 600) TNT1 A 0 A_SpawnItemEx("CoolAndNewFlameTrailsLong", 0, 0, 0, 0, 0, 0) stop

Class Hierarchy

Classes defined in \effects\BDGIBS.txt