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BD_GibbedMarine
: GibbedMarine
replaces GibbedMarine
 

File

Flags

States

Spawn: TNT1 A 0 NoDelay A_JumpIf(GetCVAR("bdoom_gibs") == 0, "Super::Spawn") TNT1 A 0 A_JumpIf(GetCVAR("bdoom_blood") == 0, 10) TNT1 AAAAAAAAA 0 A_SpawnItemEx("BD_Bloodpool",random(-48,48),random(-48,48),0, 0,0,0,0,0,32) TNT1 A 0 A_SpawnItemEx("D_DoomguyHead", random(-64,64),random(-64,64),1, 0,0,0,0,SXF_SETMASTER) TNT1 AA 0 A_SpawnItemEx("D_DoomguyHand", random(-64,64),random(-64,64),1, 0,0,0,0,SXF_SETMASTER,32) TNT1 A 0 A_SpawnItemEx("D_DoomguyLeg1", random(-64,64),random(-64,64),1, 0,0,0,0,SXF_SETMASTER,32) TNT1 A 0 A_SpawnItemEx("D_DoomguyLeg2", random(-64,64),random(-64,64),1, 0,0,0,0,SXF_SETMASTER,32) TNT1 A 0 A_SpawnItemEx("D_DoomguyTorso1", random(-64,64),random(-64,64),1, 0,0,0,0,SXF_SETMASTER) TNT1 A 0 A_SpawnItemEx("D_DoomguyTorso2", random(-64,64),random(-64,64),1, 0,0,0,0,SXF_SETMASTER) TNT1 A 0 A_KillChildren //probably unecessary POSX U -1 stop

Class Hierarchy

Classes defined in \BD_DGUY.txt