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MeatPiece
 

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
scale0.45
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 TNT1 A 0 A_Jump(128,2) TNT1 A 0 A_SetScale(scalex*(-1),scaley) TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4","Spawn5","Spawn6") spawn1: TNT1 A 0 A_GiveInventory("DummyChecker",1) GIB1 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) GIB1 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death spawn2: TNT1 A 0 A_GiveInventory("DummyChecker",2) GIB2 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) GIB2 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death spawn3: TNT1 A 0 A_GiveInventory("DummyChecker",3) GIB3 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) GIB3 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death spawn4: TNT1 A 0 A_GiveInventory("DummyChecker",4) GIB4 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) GIB4 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death spawn5: TNT1 A 0 A_GiveInventory("DummyChecker",5) GIB5 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) GIB5 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death spawn6: TNT1 A 0 A_GiveInventory("DummyChecker",6) GIB6 ABCDEFGH 2 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) GIB6 ABCDEFGH 3 A_SpawnItemEx("BloodDrop",random(-2,2),random(-2,2),random(0,2),0,random(0,1),random(0,1),random(175,185),SXF_SETMASTER) goto death Death: TNT1 A 0 A_SetMass(30) TNT1 A 0 A_ChangeFlag("MISSILE",0) TNT1 A 0 A_ChangeFlag("SHOOTABLE",1) TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0) TNT1 A 0 A_SetFloorClip Death1: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Null") TNT1 A 0 A_JumpIfInventory("WasGibbed",1,"Raise") TNT1 A 0 A_Jump(256,CountInv("DummyChecker")) GIB1 I 30 loop GIB2 I 30 loop GIB3 I 30 loop GIB4 I 30 loop GIB5 I 30 loop GIB6 I 30 loop Raise: TNT1 A 0 A_GiveToChildren("WasGibbed",1) TNT1 A 0 A_FaceMaster TNT1 A 0 ACS_NamedExecuteAlways("BD_GibThrust",0,0,0,0) TNT1 A 0 A_Jump(256,CountInv("DummyChecker")) GIB1 I 1 A_FadeOut(0.07) wait GIB2 I 1 A_FadeOut(0.07) wait GIB3 I 1 A_FadeOut(0.07) wait GIB4 I 1 A_FadeOut(0.07) wait GIB5 I 1 A_FadeOut(0.07) wait GIB6 I 1 A_FadeOut(0.07) wait

Class Hierarchy

Classes defined in \BD_GORE.txt