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DoomguyHead
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha1.0
bloodtypeBloodSpatter
bouncefactor0.3
bouncesound"gibs/meatland"
bouncetypeDoom
damage0
deathsound"gibs/meatland"
gravity0.6
health99999
height4
mass1
radius8
renderstyleTranslucent
seesound"gibs/rip"
translation"0:255=0:255"

States

spawn: TNT1 A 0 TNT1 A 0 A_Jump(128,1) TNT1 A 0 A_SetScale(scalex*(-1),scaley) TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8) HEDP ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-1,1),random(-1,1),random(-1,1), random(1,3),0,random(0,1),random(-165,195),0,32) HEDP ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-1,1),random(-1,1),random(-1,1), random(1,3),0,random(0,1),random(-165,195),0,32) goto death Death: TNT1 A 0 TNT1 A 0 A_SetFloorClip TNT1 A 0 A_SetMass(30) TNT1 A 0 A_ChangeFlag("Shootable",1) TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0) TNT1 A 0 A_Jump(128,2) HEDP I 35 A_JumpIf(GetCVAR("bdoom_gibs")==0,"Null") wait HEDP J 35 A_JumpIf(GetCVAR("bdoom_gibs")==0,"Null") wait

Class Hierarchy

Classes defined in \BD_DGUY.txt