File
- Defined in \player\PLAYER.txt
Flags
Properties
bloodtype | "BdBleedPlayer" |
damagefactor | "CauseObjectsToSplash" 0.0 |
gibhealth | 20 |
mass | 100 |
painchance | 255 |
player.attackzoffset | 16 |
player.colorrange | 112, 127 |
player.crouchsprite | "PLYC" |
player.displayname | "Modern" |
player.jumpz | 7.4 |
player.startitem | "BdGrenades""RifleAmmo", 60 "RifleAmmoLoaded", 31 "ShotgunAmmoLoaded", 8 "PlasmaAmmoLoaded", 50 "RocketAmmoLoaded", 6 "GrenadeAmmo", 1 |
player.viewheight | 44 |
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