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CorpseFlySpawner
 

File

Flags

States

Spawn: //always spawns and waits TNT1 A 105 TNT1 A 0 A_Warp(AAPTR_MASTER,0,0,0,0) TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10) TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 300 A_JumpIfInventory("WasGibbed",1,"Null") //approx. 2-4 minutes SpawnFlies: TNT1 A 30 A_JumpIfInventory("WasGibbed",1,"Null") //checks if the corpse is still present TNT1 A 0 A_TakeInventory("DummyChecker",500) TNT1 A 0 A_RemoveChildren(1,RMVF_EVERYTHING) TNT1 A 0 A_Jumpif(GetCvar("bdoom_flies")==1,"Spawn1") //and continues to actual spawning if CVAR allows it loop Spawn1: //actual fly spawning TNT1 A 0 A_GiveInventory("DummyChecker",1) TNT1 A 0 A_Jumpif(GetCvar("bdoom_flies")==0,"SpawnFlies") TNT1 A 70 A_JumpIfInventory("DummyChecker",15,1) loop TNT1 A 0 A_SpawnItemEx("CorpseFly",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER) Spawn2: //actual fly spawning TNT1 A 0 A_GiveInventory("DummyChecker",1) TNT1 A 0 A_Jumpif(GetCvar("bdoom_flies")==0,"SpawnFlies") TNT1 A 70 A_JumpIfInventory("DummyChecker",45,1) loop TNT1 A 0 A_SpawnItemEx("CorpseFly",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER) Spawn3: //actual fly spawning TNT1 A 0 A_GiveInventory("DummyChecker",1) TNT1 A 0 A_Jumpif(GetCvar("bdoom_flies")==0,"SpawnFlies") TNT1 A 70 A_JumpIfInventory("DummyChecker",75,1) loop TNT1 A 0 A_SpawnItemEx("CorpseFly",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER,128) Spawn4: //actual fly spawning TNT1 A 0 A_GiveInventory("DummyChecker",1) TNT1 A 0 A_Jumpif(GetCvar("bdoom_flies")==0,"SpawnFlies") TNT1 A 70 A_JumpIfInventory("DummyChecker",120,1) loop TNT1 A 0 A_SpawnItemEx("CorpseFly",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER,128) Spawn5: //actual fly spawning TNT1 A 0 A_GiveInventory("DummyChecker",1) TNT1 A 0 A_Jumpif(GetCvar("bdoom_flies")==0,"SpawnFlies") TNT1 A 70 A_JumpIfInventory("DummyChecker",160,1) loop TNT1 A 0 A_SpawnItemEx("CorpseFly",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER,128) SpawnIdle: TNT1 A 70 A_Jumpif(GetCvar("bdoom_flies")==0,"SpawnFlies") //checks for CVAR TNT1 A 0 A_JumpIfInventory("WasGibbed",1,"Null") //and if the corpse is still present loop

Class Hierarchy

Classes defined in \BD_MONST.txt