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BloodDrop
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha.85
damage0
deathsound""
decalBloodSplat
gravity.7
height1
mass1
radius1
renderstyleTranslucent
scale0.45
seesound""
stencilcolor"BB 00 00"
translation"0:255=0:255"

States

spawn: TNT1 A 0 NoDelay A_JumpIf(GetCvar("bdoom_blood")==0,"Null") TNT1 A 0 A_CheckSight("Null") TNT1 A 0 A_SetScale(scalex*randompick(-1,1),scaley*randompick(-1,1)) BLOD ABCDE 2 Spawn1: // TNT1 A 0 A_GiveInventory("DummyChecker",1) TNT1 A 0 A_JumpIf(GetCvar("bdoom_blood")==0,"Null") TNT1 A 0 A_JumpIf(velz == 0,"Death") TNT1 A 0 A_JumpIf(waterlevel > 0, "Null") BLOD F 10 A_FadeOut(0.21) //A_JumpIfInventory("DummyChecker",10,"Null") loop Death: //TNT1 A 0 A_ChangeFlag("NOGRAVITY",1) TNT1 A 0 A_Stop TNT1 A 0 A_TakeInventory("DummyChecker",500) TNT1 A 0 A_QueueCorpse TNT1 A 0 A_ChangeFLag("FLATSPRITE",1) TNT1 A 0 A_GiveInventory("DummyChecker",random(1,12)) TNT1 A 0 A_SetRenderstyle(0.85,STYLE_Shaded) TNT1 A 0 A_CheckCeiling("Ceiling") Crash: TNT1 A 0 A_JumpIf(GetZAt(20,0) != floorz || GetZAt(-20,0) != floorz || GetZAt(0,20) != floorz || GetZAt(0,-20) != floorz, "Null") TNT1 A 0 ACS_NamedExecuteAlways("BD_BloodRemoval",0) TNT1 A 0 A_SetFloorClip Crash1: TNT1 A 0 A_JumpIf(GetCvar("bdoom_blood")==0,"Null") TNT1 A 0 A_JumpIfInventory("WasGibbed",1,"Raise") TNT1 A 0 A_Jump(256,CountInv("DummyChecker")) SPLT A 50 loop SPLT B 50 loop SPLT C 50 loop SPLT D 50 loop SPLT E 50 loop SPLT F 50 loop SPLT G 50 loop SPLT H 50 loop SPLT I 50 loop SPLT J 50 loop SPLT K 50 loop SPLT L 50 loop Raise: TNT1 A 0 A_Jump(256,CountInv("DummyChecker")) SPLT A 1 A_FadeOut(0.05) wait SPLT B 1 A_FadeOut(0.05) wait SPLT C 1 A_FadeOut(0.05) wait SPLT D 1 A_FadeOut(0.05) wait SPLT E 1 A_FadeOut(0.05) wait SPLT F 1 A_FadeOut(0.05) wait SPLT G 1 A_FadeOut(0.05) wait SPLT H 1 A_FadeOut(0.05) wait SPLT I 1 A_FadeOut(0.05) wait SPLT J 1 A_FadeOut(0.05) wait SPLT K 1 A_FadeOut(0.05) wait SPLT L 1 A_FadeOut(0.05) wait Ceiling: TNT1 A 0 A_ChangeFlag("NOGRAVITY",1) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_blood")==0,"Null") TNT1 A 0 A_JumpIf(GetZAt(25,0,0,GZF_CEILING) <= ceilingz && GetZAt(-25,0,0,GZF_CEILING) <= ceilingz && GetZAt(0,25,0,GZF_CEILING) <= ceilingz && GetZAt(0,-25,0,GZF_CEILING) <= ceilingz, 1) stop TNT1 A 0 ACS_NamedExecuteAlways("BloodSkyRemoval",0) Ceiling1: TNT1 A 0 A_SpawnitemEx("CeilingBloodDrop",random(-2,2),random(-2,2),-1,0,0,0,0,SXF_TRANSFERTRANSLATION,252) TNT1 A 0 A_JumpIf(GetCVAR("bdoom_blood")==0,"Null") TNT1 A 0 A_FadeTo(0.1,0.002,1) TNT1 A 0 A_Jump(256,CountInv("DummyChecker")) SPLT A 3 loop SPLT B 3 loop SPLT C 3 loop SPLT D 3 loop SPLT E 3 loop SPLT F 3 loop SPLT G 3 loop SPLT H 3 loop SPLT I 3 loop SPLT J 3 loop SPLT K 3 loop SPLT L 3 loop

Class Hierarchy

Classes defined in \BD_Blood.txt