File
- Defined in \BD_Blood.txt
Flags
- +DONTSPLASH
- +DROPOFF
- +FIXMAPTHINGPOS
- +FLOORCLIP
- +FORCEXYBILLBOARD
- +GHOST
- +LOOKALLAROUND
- +MISSILE
- -NOGRAVITY
- +NOTAUTOAIMED
- +NOTELEPORT
- +PUFFGETSOWNER
- +THRUACTORS
Properties
+noblockmap | +MOVEWITHSECTOR |
alpha | .85 |
damage | 0 |
deathsound | "" |
decal | BloodSplat |
gravity | .7 |
height | 1 |
mass | 1 |
radius | 1 |
renderstyle | Translucent |
scale | 0.45 |
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
- BloodDrop
- CeilingBloodDrop
- BloodSpatter
- BloodSpatter_Saw
- BloodSpurt
- BloodSpurtTrail
- BlueBloodDrop
- BlueBloodSpurt
- GreenBloodDrop
- GreenBloodSpurt
- BlueBloodSpatter
- BlueBloodSpatter_Saw
- GreenBloodSpatter
- GreenBloodSpatter_Saw
- BloodyFootprint_R
- BloodyFootprint_L
- BlueBloodyFootprint_R
- BlueBloodyFootprint_L
- GreenBloodyFootprint_R
- GreenBloodyFootprint_L
- SpectreBloodyFootprint_R
- SpectreBloodyFootprint_L
- WasGibbed
- BD_Bloodpool
- BD_BlueBloodPool