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BD_DoomPlayer
: Doomplayer
 

File

Properties

gibhealth50
player.displayname"BD Marine"
player.startitem"BD_Fist"
player.weaponslot1, BD_Fist, BD_Chainsaw 2, BD_Pistol 3, BD_Shotgun, BD_SuperShotgun 4, BD_Chaingun 5, BD_Rocketlauncher 6, BD_PlasmaRifle 7, BD_BFG9000

States

Death: TNT1 A 0 A_PlayerSkinCheck("AltSkinDeath") TNT1 A 0 A_jump(256,"death1","Death2","Death3","Death4") Death1: //vanilla PLAY H 5 TNT1 A 0 A_spawnitem("BloodSpatter",0,random(16,20)) PLAY I 10 A_PlayerScream TNT1 A 0 A_spawnitem("BloodSpatter",0,random(16,20)) PLAY J 10 A_NoBlocking PLAY KLM 10 A_spawnitem("BloodSpatter",0,random(16,20)) PLAY N -1 stop Death2: //turn around and fall to the right, like Shotgunguy alt.death 3 TNT1 A 0 A_SetScale(scalex*(randompick(-1,1)),scaley) PLA2 H 5 TNT1 A 0 A_SpawnItemEx("BloodDrop",random(-2,2),0,random(32,34), random(4,6),0,random(3,5),random(-70,-90)*scalex) PLA2 I 5 A_PlayerScream TNT1 A 0 A_SpawnItemEx("BloodDrop",random(-2,2),0,random(24,26), random(4,6),0,random(3,5),random(-70,-90)*scalex) PLA2 J 5 A_NoBlocking TNT1 A 0 A_SpawnItemEx("BloodDrop",random(-2,2),0,random(10,16), random(4,6),0,random(3,5),random(-70,-90)*scalex) PLA2 KL 5 A_SpawnItemEx("BloodDrop",random(-14,-16),0,random(4,8), random(4,6),0,random(3,5),random(-70,-90)*scalex) PLA2 MN 5 PLA2 O -1 stop Death3: //fall backward like ShotgunGuy TNT1 A 0 A_Jump(128,2) TNT1 A 0 A_SetScale(scalex*(-1),scaley) PLA3 H 5 TNT1 A 0 A_spawnitem("BloodSpatter",0,random(16,20)) PLA3 I 6 A_PlayerScream TNT1 A 0 A_spawnitem("BloodSpatter",0,random(16,20)) PLA3 J 6 A_NoBlocking PLA3 K 6 A_spawnitem("BloodSpatter",0,random(16,20)) PLA3 L -1 stop Death4: //fall forward losing a hand PLA4 H 5 A_SpawnItemEx("DoomguyHand",0,-10,24,random(1,2),0,random(1,2),random(70,90),0) PLA4 I 15 TNT1 A 0 A_PlaySound("grunt/pain") PLA4 III random(15,25) A_spawnitemEx("BloodDrop",8,-18,24,random(3,4),0,random(1,2),random(45,60),64) TNT1 A 0 A_NoBlocking TNT1 A 0 A_PlaySound("grunt/pain") PLA4 III random(15,25) A_spawnitemEx("BloodDrop",8,-18,24,random(3,4),0,random(1,2),random(45,60),64) TNT1 A 0 A_spawnitem("BloodSpatter",0,random(16,20)) PLA4 J 10 A_PlayerScream PLA4 K 10 A_spawnitem("BloodSpatter",0,random(16,20)) PLA4 L -1 stop Death.BFGSplash: TNT1 A 0 Thing_SetTranslation(0,11) //translation to grey+blood XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_gibs")==0,"Super::XDeath") TNT1 A 0 A_PlaySound("gibs/gibbed") TNT1 A 0 A_SpawnItemEx("Heart", random(-4,4),random(-4,4),random(-4,4), velx*random(1,2),vely*random(1,2),random(1,3), 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 220) TNT1 A 0 A_SpawnItemEx("DoomguyTorso1", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(1,2), random(-45,-135), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION) TNT1 A 0 A_SpawnItemEx("DoomguyTorso2", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(1,2), random(45,135), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION) TNT1 AAAAAAAAAA 0 A_SpawnItemEx("MeatPiece",random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(5,10), random(-10,10), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 80) TNT1 A 0 A_SpawnItemEx("DoomguyHand", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(5,10), random(-10,10), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48) TNT1 A 0 A_SpawnItemEx("DoomguyHand", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(5,10), random(-10,10), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48) TNT1 A 0 A_SpawnItemEx("DoomguyLeg1", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(5,10), random(-10,10), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48) TNT1 A 0 A_SpawnItemEx("DoomguyLeg2", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(5,10), random(-10,10), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48) TNT1 A 0 A_SpawnItemEx("DoomguyHead", random(-4,4),random(-4,4),random(5,48), velx*random(1,2),vely*random(1,2),random(5,10), random(-10,10), SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48) POSX M 4 POSX N 4 A_XScream POSX O 4 A_NoBlocking POSX PQRST 4 POSX U -1 stop Death.PlasmaDamage: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_gibs")==0,"Death") TNT1 A 0 A_PlayerSkinCheck("AltSkinDeath") TNT1 A 0 A_Jump(128,2) TNT1 A 0 A_SetScale(scalex*(-1),scaley) TNT1 A 0 Thing_SetTranslation(0,7) //translation to grey PLAY H 5 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 5 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) TNT1 A 0 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 6 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 9 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 12 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY L -1 stop Death.Fire: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_gibs")==0,"Death") TNT1 A 0 A_PlayerSkinCheck("AltSkinDeath") TNT1 A 0 A_Jump(128,2) TNT1 A 0 A_SetScale(scalex*(-1),scaley) TNT1 A 0 Thing_SetTranslation(0,8) //translation to scorched orange-red TNT1 A 0 A_PlaySoundEx("world/torch","Body",1,-1) PLAY HHHHH 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) TNT1 A 0 A_PlayerScream PLAY IIIII 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) TNT1 A 0 A_NoBlocking PLAY JJJJJ 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY KKKKK 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY LLLLL 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY MMMMM 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItemEx("ParticleFire_Red",random(-16,16),random(-16,16),random(0,8),0,0,2) TNT1 A 0 A_StopSoundEx("Body") TNT1 A 0 Thing_SetTranslation(0,7) PLAY NNNNN 6 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 9 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 12 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY L -1 stop Death.GreenFire: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_gibs")==0,"Death") TNT1 A 0 A_PlayerSkinCheck("AltSkinDeath") TNT1 A 0 A_Jump(128,2) TNT1 A 0 A_SetScale(scalex*(-1),scaley) TNT1 A 0 Thing_SetTranslation(0,14) //translation to scorched green TNT1 A 0 A_PlaySoundEx("world/torch","Body",1,-1) PLAY HHHHH 1 A_SpawnItemEx("ParticleFire_Green",random(-16,16),random(-16,16),random(0,8),0,0,2) TNT1 A 0 A_PlayerScream PLAY IIIII 1 A_SpawnItemEx("ParticleFire_Green",random(-16,16),random(-16,16),random(0,8),0,0,2) TNT1 A 0 A_NoBlocking PLAY JJJJJ 1 A_SpawnItemEx("ParticleFire_Green",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY KKKKK 1 A_SpawnItemEx("ParticleFire_Green",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY MMMMM 1 A_SpawnItemEx("ParticleFire_Green",random(-16,16),random(-16,16),random(0,8),0,0,2) PLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItemEx("ParticleFire_Green",random(-16,16),random(-16,16),random(0,8),0,0,2) TNT1 A 0 A_StopSoundEx("Body") TNT1 A 0 Thing_SetTranslation(0,7) PLAY NNNNN 6 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 9 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY NNNNN 12 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) PLAY L -1 stop Death.Saw: TNT1 A 0 A_PlayerSkinCheck("AltSkinDeath") TNT1 A 0 A_FaceTarget TNT1 A 0 A_Pain TNT1 A 0 A_Jump(160,2,3,4) PLA5 YYYZZZ 6 A_SpawnItemEx("BloodSpurt",8,random(-8,-10),random(24,26),random(3,5),0,random(5,10), random(35,65), 0,80) PLA5 Z 5 A_Pain TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(80,2,3) PLA5 YYYZZ 7 A_SpawnItemEx("BloodSpurt",8,random(-8,-10),random(24,26),random(3,5),0,random(5,10), random(35,65), 0,80) PLA5 Z 5 A_Scream PLA5 HHIIJJKK 2 A_SpawnItemEx("BloodDrop",0,random(0,6),random(12,18),random(3,5),0,random(5,10), random(35,65), 0,80) PLA5 LLMM 2 A_SpawnItemEx("BloodDrop",0,random(6,10),random(6,12),random(3,5),0,random(5,10), random(35,65), 0,80) TNT1 A 0 A_PlaySound("gibs/meatland") PLA5 NNOO 2 A_SpawnItemEx("BloodDrop",0,random(10,12),random(2,6),random(3,5),0,random(5,10), random(35,65), 0,100) PLA5 P -1 stop

Class Hierarchy

Classes defined in \BD_DGUY.txt