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Heart
 

File

Flags

Properties

+noblockmap+MOVEWITHSECTOR
alpha1.0
bloodtypeBloodSpatter
bouncefactor0.3
bouncesound"gibs/meatland"
bouncetypeDoom
damage0
deathsound"gibs/meatland"
gravity0.6
health99999
height4
mass1
radius4
renderstyleTranslucent
seesound"gibs/rip"
translation"0:255=0:255"

States

spawn: TNT1 A 0 NoDelay A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null") TNT1 A 0 A_QueueCorpse HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART B 10 HART A 10 A_SpawnItemEx("BloodDrop",0,0,random(2,4),random(1,3),0,random(2,4),random(-0,360),SXF_SETMASTER) HART A 50 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null") wait

Class Hierarchy

Classes defined in \BD_GORE.txt