File
- Defined in \BD_DGUY.txt
Properties
gibhealth | 50 |
player.displayname | "BD Marine" |
player.startitem | "BD_Fist" |
player.weaponslot | 1, 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