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Ricochet
 
Ricochet effects for when bullets hit a surface or liquid.

File

Flags

Properties

alpha1.0
height1
obituary"%o ate bullet shrapnel."
radius1
renderstyleAdd
scale0.09
speed0

States

Spawn: TNT1 A 0 TNT1 A 0 A_CheckFloor("SpawnFloor") TNT1 A 0 A_SpawnItem ("YellowFlareSmall", 0) TNT1 A 0 A_SpawnItemEx ("DetectFloorBullet",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) TNT1 A 0 A_SpawnItemEx ("DetectCeilBullet",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) TNT1 AAAAAAAAAA 0 A_CustomMissile ("SparkX", 2, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 A_PlaySound("impacts/ricochet") TNT1 AAA 0 A_CustomMissile ("SmokeTrail", 2, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4") Spawn1: IPF2 AABB 1 bright A_SpawnItem ("YellowFlareSmall", 0) Stop Spawn2: IPF2 CCDD 1 bright A_SpawnItem ("YellowFlareSmall", 0) Stop Spawn3: IPF2 EEFF 1 bright A_SpawnItem ("YellowFlareSmall", 0) Stop Spawn4: IPF2 GGHH 1 bright A_SpawnItem ("YellowFlareSmall", 0) Stop SpawnFloor: TNT1 A 0 TNT1 A 2 TNT1 A 0 A_SpawnItemEx ("DetectFloorBullet",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION,0) TNT1 A 0 A_SpawnItemEx ("DetectCeilBullet",0,0,0,-5,0,0,0,SXF_NOCHECKPOSITION,0) TNT1 AAAAAAAAAA 0 A_CustomMissile ("SparkX", 2, 0, random (0, 360), 2, random (30, 160)) TNT1 A 0 A_PlaySound("impacts/ricochet") IPF2 GGHH 1 bright A_SpawnItem ("YellowFlareSmall", 0) TNT1 AAA 0 A_CustomMissile ("SmokeTrail", 2, 0, random (0, 360), 2, random (30, 160)) stop SpawnWater: TNT1 A 0 TNT1 A 0 A_SpawnItem("WaterRicochet") Stop SpawnSlime: TNT1 A 0 TNT1 AAAAA 0 A_CustomMissile ("nukageParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160)) TNT1 AAAAA 0 A_CustomMissile ("nukageParticleXFAster", 24, 0, random (0, 360), 2, random (30, 160)) TNT1 A 0 A_SpawnItem("SlimeRicochet") Stop

Class Hierarchy

Classes defined in \effects\PUFF.txt