File
- Defined in \BD_Blood.txt
Flags
- +DONTSPLASH
- +DROPOFF
- +FIXMAPTHINGPOS
- +FLOORCLIP
- +FORCEXYBILLBOARD
- +FORCEYBILLBOARD
- +GHOST
- +LOOKALLAROUND
- +MISSILE
- +NOGRAVITY
- +NOTAUTOAIMED
- +NOTELEPORT
- +PUFFGETSOWNER
- +THRUACTORS
Properties
+noblockmap | +MOVEWITHSECTOR |
alpha | .75 |
damage | 0 |
deathsound | "" |
decal | BloodSplat |
gravity | .7 |
height | 1 |
mass | 1 |
radius | 1 |
renderstyle | Translucent |
scale | 0.15 |
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
- 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