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CeilingBloodDrop
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha.75
damage0
deathsound""
decalBloodSplat
gravity.7
height1
mass1
radius1
renderstyleTranslucent
scale0.15
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) BLOD UVWWXXYYY 2 TNT1 A 0 A_ChangeFlag("NOGRAVITY",0) TNT1 A 0 A_SetGravity(0.7) BLOD ZZZZ 5 A_JumpIf(waterlevel > 0,"Null") stop Death: TNT1 A 0 A_Stop TNT1 A 0 A_SetScale(0.25) BLOD GHIJK 3 //TNT1 A 0 A_JumpIf(GetZAt(7,0) == floorz && GetZAt(-7,0) == floorz && GetZAt(0,7) == floorz && GetZAt(0,-7) == floorz, 1) stop TNT1 A 0 ACS_NamedExecuteAlways("BD_BloodRemoval",0) TNT1 A 0 A_ChangeFLag("FLATSPRITE",1) TNT1 A 0 A_GiveInventory("DummyChecker",random(1,11)) TNT1 A 0 A_Jump(256,CountInv("DummyChecker")) SPLT A 1 A_FadeOut(0.01) wait SPLT B 1 A_FadeOut(0.01) wait SPLT C 1 A_FadeOut(0.01) wait SPLT D 1 A_FadeOut(0.01) wait SPLT E 1 A_FadeOut(0.01) wait SPLT F 1 A_FadeOut(0.01) wait SPLT G 1 A_FadeOut(0.01) wait SPLT H 1 A_FadeOut(0.01) wait SPLT I 1 A_FadeOut(0.01) wait SPLT J 1 A_FadeOut(0.01) wait SPLT K 1 A_FadeOut(0.01) wait SPLT L 1 A_FadeOut(0.01) wait

Class Hierarchy

Classes defined in \BD_Blood.txt