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BloodSpatter_Saw
replaces AxeBlood
 

File

Flags

Properties

alpha.5
gravity0.5
height1
mass1
radius1
scale.3

States

Spawn: TNT1 A 0 NoDelay 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_Saw", AAPTR_DEFAULT),5) TNT1 A 0 A_JumpIf(CheckClass("GreenBloodSpatter_Saw", AAPTR_DEFAULT),7) TNT1 AAA 0 A_SpawnItemEx("BloodDrop", random(-2,2),random(-2,2),random(4,6),random(0,1),0,random(6,9),random(-150,-210),SXF_TRANSFERPOINTERS,64) goto Animation TNT1 AAA 0 A_SpawnItemEx("BlueBloodDrop", random(-2,2),random(-2,2),random(4,6),random(0,1),0,random(6,9),random(-150,-210),SXF_TRANSFERPOINTERS,64) goto Animation TNT1 AAA 0 A_SpawnItemEx("GreenBloodDrop", random(-2,2),random(-2,2),random(4,6),random(0,1),0,random(6,9),random(-150,-210),SXF_TRANSFERPOINTERS,64) goto Animation

Class Hierarchy

Classes defined in \BD_Blood.txt