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BloodSpatter
: Blood
replaces Blood
 

File

Flags

Properties

alpha.75
gravity0.5
height1
mass1
radius1
scale.45

States

Spawn: TNT1 AAA 0 //overrides vanilla frame-switching/damage-dependent behavior TNT1 A 0 A_SetScale(scalex*randompick(-1,1),scaley) TNT1 A 0 A_JumpIf(GetCvar("bdoom_blood")==0,"Animation") TNT1 A 0 A_FaceTarget TNT1 A 0 A_JumpIf(CheckClass("BlueBloodSpatter", AAPTR_DEFAULT),3) TNT1 A 0 A_JumpIf(CheckClass("GreenBloodSpatter", AAPTR_DEFAULT),3) TNT1 A 0 A_SpawnItemEx("BloodDrop",16,0, random(4,8),random(1,3),0,random(1,3),random(-150,-210),SXF_TRANSFERPOINTERS) goto Animation TNT1 A 0 A_SpawnItemEx("BlueBloodDrop",16,0, random(4,8),random(1,3),0,random(1,3),random(-150,-210),SXF_TRANSFERPOINTERS) goto Animation TNT1 A 0 A_SpawnItemEx("GreenBloodDrop",16,0, random(4,8),random(1,3),0,random(1,3),random(-150,-210),SXF_TRANSFERPOINTERS) goto Animation Animation: BLOD ABCDEF 2 A_FadeOut(0.05) stop

Class Hierarchy

Classes defined in \BD_Blood.txt