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Doomer
: PlayerPawn
replaces DoomPlayer
 

File

Flags

Properties

bloodtype"BdBleedPlayer"
damagefactor"CauseObjectsToSplash" 0.0
gibhealth20
mass100
painchance255
player.attackzoffset16
player.colorrange112, 127
player.crouchsprite"PLYC"
player.displayname"Modern"
player.jumpz7.4
player.startitem"BdGrenades""RifleAmmo", 60 "RifleAmmoLoaded", 31 "ShotgunAmmoLoaded", 8 "PlasmaAmmoLoaded", 50 "RocketAmmoLoaded", 6 "GrenadeAmmo", 1
player.viewheight44
species"Marines"

States

Spawn: TNT1 A 0 NoDelay SetPlayerProperty(0, 1, PROP_FROZEN) TNT1 A 0 A_Changeflag("NOPAIN", 1) MARN D 1 MARN D 1 ACS_NamedExecute("ScreenPainClear", 0, 0, 0, 0) TNT1 A 0 { SetPlayerProperty(0, 0, PROP_FROZEN); A_Changeflag("NOPAIN", 0); if (GameType() == 2) //Deathmatch { A_ChangeFlag("THRUSPECIES", 0); A_ChangeFlag("MTHRUSPECIES", 0); A_ChangeFlag("DONTHURTSPECIES", 0); } } StandStill: MARN DDDEEEDDDEEEDDDEEE 5 A_JumpIf(velz != 0, "IsJumpin") TNT1 A 0 { if (health < 25) { A_GiveInventory("HealthBonus", 1); } } loop See: MARN ABCB 6 A_JumpIf(velz != 0, "IsJumpin") TNT1 A 0 { if (health < 25) { A_GiveInventory("HealthBonus", 1); } } goto StandStill IsJumpin: MARN A 3 TNT1 A 0 A_JumpIf(velz != 0, "InAir") goto StandStill InAir: MARJ A 1 TNT1 A 0 A_JumpIf(velz == 0, "Land") loop Land: TNT1 A 0 A_SetPitch(3.0 + pitch) MARN AAA 1 A_SetPitch(-1.0 + pitch) goto StandStill Kick: TNT1 A 0 A_TakeInventory("KickHasHit", 1) TNT1 A 0 A_JumpIf(velz != 0, "AirKick") TNT1 A 0 A_TakeInventory("KickHasHit", 1) PKIK AB 3 PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit") goto StandStill AirKick: AKIK AAAAA 2 A_JumpIfInventory("KickHasHit", 1, "KickHit") goto StandStill KickHit: TNT1 A 0 A_Stop TNT1 A 0 A_TakeInventory("KickHasHit", 1) TNT1 A 0 A_Recoil(3) goto StandStill Punch: PLA1 H 1 PLA1 H 1 A_TakeInventory("Punching", 1) PLA1 E 4 goto StandStill FistsStand: PLA1 BBBB 5 { A_JumpIf(velx != 0 || vely != 0, "FistsMove"); A_JumpIfInventory("Punching", 1, "Punch"); } goto StandStill FistsMove: PLA1 ABCD 5 A_JumpIfInventory("Punching", 1, "Punch") TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch") TNT1 A 0 A_JumpIf(velx == 0 && vely == 0, "Spawn") goto See Pain: TNT1 A 0 A_Pain TNT1 A 0 ACS_NamedExecute("ScreenPainBloodSpots", 0, 0, 0, 0) PLAY G 5 goto See Pain.Blast: Pain.Explosive: TNT1 A 0 ACS_NamedExecute("ScreenPainBreak", 0, 0, 0, 0) Goto Pain Pain.Bullet: Pain.Flak: Pain.RapidFire: TNT1 A 0 A_Jump(256, "PBUL1", "PBUL2", "PBUL3", "PBUL4", "PBUL5", "PBUL6") PBUL1: TNT1 A 0 ACS_NamedExecute("ScreenPainBullet1", 0, 0, 0, 0) Goto Pain PBUL2: TNT1 A 0 ACS_NamedExecute("ScreenPainBullet2", 0, 0, 0, 0) Goto Pain PBUL3: TNT1 A 0 ACS_NamedExecute("ScreenPainBullet3", 0, 0, 0, 0) Goto Pain PBUL4: TNT1 A 0 ACS_NamedExecute("ScreenPainBullet4", 0, 0, 0, 0) Goto Pain PBUL5: TNT1 A 0 ACS_NamedExecute("ScreenPainBullet5", 0, 0, 0, 0) Goto Pain PBUL6: TNT1 A 0 ACS_NamedExecute("ScreenPainBullet6", 0, 0, 0, 0) Goto Pain Pain.Rip: TNT1 A 0 ACS_NamedExecute("ScreenPainBloodSpots", 0, 0, 0, 0) TNT1 A 0 ACS_NamedExecute("ScreenPainScratch", 0, 0, 0, 0) Goto Pain Pain.Eat: TNT1 A 0 ACS_NamedExecute("ScreenPainBloodSpots", 0, 0, 0, 0) TNT1 A 0 ACS_NamedExecute("ScreenPainBite", 0, 0, 0, 0) Goto Pain Death: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 A_Jump(96, "Death.Arm") TNT1 A 0 A_CustomMissile("BdBloodSpawnerSmall", 50, 0, random(0, 360), 2, random(0, 160)) PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 TNT1 A 0 A_SpawnItem ("BdBloodSpot") PLAY N -1 Stop Death.Cut: Death.Saw: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL2 A 10 A_PlayerScream TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL2 B 20 A_NoBlocking TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL2 C 10 A_CustomMissile ("BdBloodSpawnerSmall", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerSmall", 30, 0, random (0, 360), 2, random (0, 160)) XPL2 DE 10 A_CustomMissile ("BdBloodSpawnerSmall", 20, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("BdBloodSpot") XPL2 E -1 Stop Death.Slime: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 A_PlayerScream PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile ("MiniSmoke", 25, 0, random (0, 180), 2, random (0, 180)) PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile ("MiniSmoke", 25, 0, random (0, 180), 2, random (0, 180)) TNT1 A 0 A_NoBlocking TNT1 A -1 Stop Death.Rip: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL3 A 10 A_XScream TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL3 B 20 A_NoBlocking XPL3 C 10 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL3 D 10 A_CustomMissile ("BdBloodSpawnerSmall", 40, 0, random (0, 360), 2, random (0, 160)) XPL3 E 10 A_CustomMissile ("BdBloodSpawnerSmall", 30, 0, random (0, 360), 2, random (0, 160)) XPL3 F 10 A_CustomMissile ("BdBloodSpawnerSmall", 20, 0, random (0, 360), 2, random (0, 160)) XPL3 F 10 A_CustomMissile ("BdBloodSpawnerSmall", 0, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("BdBloodSpot") XPL3 F -1 Stop Death.Explosive: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) POSS Q 2 A_FaceTarget TNT1 AAA 0 A_CustomMissile ("BdFlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 22, 0, random (170, 190), 2, random (0, 15)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("BdBloodLumpBone", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("BdBloodSpot") XDMG E -1 Stop Death.SuperKick: Death.Blast: Death.Flak: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) POSS Q 2 A_FaceTarget TNT1 AAAA 0 A_CustomMissile ("BdFlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("BdBloodSpawnerLarge", 22, 0, random (170, 190), 2, random (0, 15)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking POSS RSTUVW 8 TNT1 A 0 A_SpawnItem ("BdBloodSpot") POSS X -1 Stop Death.RapidFire: TNT1 A 0 A_Jump(96, "Death.Arm") TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 A_PlayerScream TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL4 A 20 A_XScream TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 50, 0, random (0, 360), 2, random (0, 160)) XPL4 B 20 A_NoBlocking XPL4 CDEF 20 A_CustomMissile("BdBloodSpawnerSmall", 50, 0, random(0, 360), 2, random(0, 160)) TNT1 A 0 A_CustomMissile("BdBloodSpawnerSmall", 50, 0, random(0, 360), 2, random(0, 160)) TNT1 A 0 A_SpawnItem("BdBloodSpot") XPL4 G -1 Stop Death.Arm: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 AAA 0 A_CustomMissile("BdBloodSpawnerSmall", 50, 0, random(0, 360), 2, random(0, 160)) XPL5 A 10 A_PlayerScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_PlaySound("player/scream") XPL5 BCBCBCBC 10 A_CustomMissile ("BdBloodSpawnerSmall", 25, 0, random (0, 360), 2, random (0, 160)) XPL5 DE 7 A_CustomMissile ("BdBloodSpawnerSmall", 15, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("BdBloodSpot") XPL5 E -1 Stop Death.SuperKick: TNT1 A 0 A_PlayerScream TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 AAAAAAAAAAA 0 A_CustomMissile("BdBloodLump", 50, 0, random(0, 360), 2, random(0, 160)) XPL6 A 5 A_XScream TNT1 A 0 A_NoBlocking XPL6 BCDE 5 XPL6 F -1 Stop Death.GreenFire: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 AAAA 0 A_CustomMissile("BdBleed", 30, 0, random(0, 360), 2, random(0, 160)) TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("GreenFlameTrails", 50, 0, random(0, 360), 2, random(0, 360)) TNT1 AAAA 2 BRIGHT A_SpawnItem("GreenFlare", 0, 43) TNT1 A -1 Stop Death.Plasma: TNT1 A 0 A_PlayerScream TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) PBR1 A 6 A_PlayerScream TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("BdAshes", 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 ("MiniSmoke", 10, 0, random (0, 360), 2, random (0, 160)) PBR1 H -1 Stop Death.Burn: PBUR A 1 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) PBUR A 1 A_PlayerScream PBUR A 1 A_NoBlocking PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180)) PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180)) PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180)) PBUR EEEEEEE 6 A_CustomMissile ("MiniSmoke", 8, 0, random (0, 180), 2, random (0, 180)) PBUR E -1 Stop Death.Fire: Death.Flames: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 A_PlayerScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem("PlayerBurning") TNT1 A 1 TNT1 A -1 Stop Crush: TNT1 A 0 ACS_NamedExecute("ScreenPainDead", 0, 0, 0, 0) TNT1 A 0 A_PlaySound("misc/xdeath4") CRS1 A -1 Stop

Class Hierarchy

Classes defined in \player\PLAYER.txt