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BD_ExplosiveBarrel
: ExplosiveBarrel
replaces ExplosiveBarrel
 

File

States

Spawn: TNT1 A 0 NoDelay A_JumpIf(GetCVAR("bdoom_Flames")==0,"Animation") TNT1 A 0 A_SpawnItemEx("GreenFlare_Barrel",0,0,26, 0,0,0,0,SXF_SETMASTER) BAR1 ABCDCB 4 TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Flames")==0,"Animation") goto spawn+2 Animation: TNT1 A 0 A_RemoveChildren(1,RMVF_EVERYTHING) BAR1 ABCDCB 4 goto spawn Death: TNT1 A 0 A_RemoveChildren(1,RMVF_EVERYTHING) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_shakes") == 0, 2) TNT1 A 0 Radius_Quake(3,15,0,5,0) BEXP AABBC 1 BEXP C 1 A_Scream TNT1 AA 0 A_SprayDecal("BarrelScorch",128) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Debris")==0,"Explosion") TNT1 AAAAAAAAA 0 A_SpawnItemEx("SmokingPiece", random(-6,6),random(-6,6),random(4,24), random(6,8),0,random(5,15), random(0,360), 0,64) TNT1 AAAAAA 0 A_SpawnItemEx("BarrelPart", random(-6,6),random(-6,6),random(4,24), random(6,8),0,random(4,8), random(0,360), 0,80) Explosion: BEXP D 2 BEXP E 2 A_SetTranslucent(0.8,1) BEXP FFGGH 1 BEXP H 1 A_Explode BEXP IJKLMNOPQ 3 TNT1 A 0 A_SetTranslucent(1.0,0) TNT1 A 1050 A_BarrelDestroy TNT1 A 5 A_Respawn wait

Class Hierarchy

Classes defined in \Objects\BD_OBJ.txt