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DetectFloorCrater
 

File

Flags

Properties

alpha0.70
bouncefactor0.01
damage0
damagetypeBlood
gameDoom
gravity0.9
health1
height4
radius8
renderstyleTranslucent
scale3.4
speed0

States

Spawn: TNT1 A 0 TNT1 A 0 Acs_namedexecutealways("CheckActorOverTerrain", 0, 0, 0, 0)//Check if is over a grassy texture TNT1 A 2 TNT1 A 0 A_JumpIfInventory("IsOverGrass", 1, "SpawnGrass") Goto Spawn2 SpawnGrass: TNT1 A 0 TNT1 A 0 A_CheckFloor(1) Goto Spawn2 TNT1 AAA 0 A_CustomMissile ("MudDust", 64, 0, random (0, 360), 2, random (60, 120)) TNT1 AAA 0 A_CustomMissile ("MudDust", 0, 0, random (0, 360), 2, random (30, 150)) TNT1 AAAAAA 0 A_CustomMissile ("DirtChunk1", 0, 0, random (0, 360), 2, random (30, 150)) TNT1 AAAAAA 0 A_CustomMissile ("DirtChunk2", 0, 0, random (0, 360), 2, random (30, 150)) TNT1 AAA 0 A_CustomMissile ("BrownCloud", 0, 0, random (0, 90), 2, random (30, 150)) Goto Spawn2 Spawn2: TNT1 A 0 ThrustThingZ(0,-10,0,1) TNT1 A 4 Stop Death: TNT1 A 1 TNT1 A 0 A_SpawnItem("SmallFireSpawner") XXX1 A 2000 Stop

Class Hierarchy

Classes defined in \effects\FlatDecals.txt