nashgore.txt 5.8 KB

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  1. ACTOR NashGore_Blood : Blood replaces Blood
  2. {
  3. States
  4. {
  5. Spawn:
  6. BLUD C 8
  7. BLUD B 8 A_SpawnItemEx("NashGore_FlyingBlood",0,0,8,random(-4,4),random(-4,4),random(2,5),0,143,SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION)
  8. BLUD A 8
  9. Stop
  10. }
  11. }
  12. ACTOR NashGore_Bloodsplatter : NashGore_Blood replaces Bloodsplatter{}
  13. ACTOR NashGore_BloodSpot
  14. {
  15. Radius 12
  16. Height 2
  17. Mass 128
  18. +NOTELEPORT
  19. -NOBLOCKMAP
  20. States
  21. {
  22. Spawn:
  23. TNT1 A 0
  24. TNT1 A 0 A_JumpIf(waterlevel > 0, "Underwater") //..so it will lag no more...
  25. TNT1 A 0 A_StartSound("bloodsplat")
  26. TNT1 A 0 A_Jump(64,4)
  27. TNT1 A 0 A_Jump(128,4)
  28. TNT1 A 0 A_Jump(192,4)
  29. TNT1 A 0 A_Jump(255,4)
  30. // make the blood spots stay on the ground. 1500 is the default duration.
  31. BSPT A 1500
  32. Stop
  33. BSPT B 1500
  34. Stop
  35. BSPT C 1500
  36. Stop
  37. BSPT D 1500
  38. Stop
  39. Underwater: //..so it will lag no more...
  40. TNT1 A 0 A_StartSound("bloodsplat")
  41. TNT1 A 0 A_Jump(64,4)
  42. TNT1 A 0 A_Jump(128,4)
  43. TNT1 A 0 A_Jump(192,4)
  44. TNT1 A 0 A_Jump(255,4)
  45. // now the bloodspots will remain underwater only for a short time, then vanishes
  46. BSPT A 250
  47. Stop
  48. BSPT B 250
  49. Stop
  50. BSPT C 250
  51. Stop
  52. BSPT D 250
  53. Stop
  54. }
  55. }
  56. ACTOR NashGore_FlyingBlood
  57. {
  58. Scale 0.75
  59. Health 1
  60. Radius 8
  61. Height 1
  62. Mass 1
  63. Gravity 0.75
  64. +CLIENTSIDEONLY
  65. +CORPSE
  66. +NOTELEPORT
  67. +NOBLOCKMAP
  68. States
  69. {
  70. Spawn:
  71. FBLD AABBCCDD 2 NODELAY A_SpawnItemEx("NashGore_FlyingBloodTrail",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
  72. Loop
  73. Crash:
  74. TNT1 A 0 A_StartSound("bloodsplat")
  75. TNT1 A 0 A_Jump(256,1,2,3,4)
  76. BSPT ABCD 0 A_Jump(256,"End")
  77. // make the blood spots stay on the ground. 1500 is the default duration.
  78. // Fadeout added by Zero Prophet for effect.
  79. End:
  80. BSPT "#" 1500
  81. BSPT "#" 1 A_FadeOut(0.02)
  82. Wait
  83. }
  84. }
  85. ACTOR NashGore_FlyingBloodTrail
  86. {
  87. Scale 0.70
  88. Mass 1
  89. Gravity .125
  90. +NOBLOCKMAP
  91. +NOTELEPORT
  92. States
  93. {
  94. Spawn:
  95. BTRL ABCD 4
  96. Stop
  97. }
  98. }
  99. // Gib generator fixed by LilWhiteMouse - thanks LWM!
  100. ACTOR NashGore_GibGenerator
  101. {
  102. States
  103. {
  104. Spawn:
  105. TNT1 A 0
  106. TNT1 A 0 A_Jump(128, 8)
  107. TNT1 A 0 A_Jump(128, 4)
  108. TNT1 A 0 A_Jump(128, 2)
  109. TNT1 A 1 A_SpawnDebris("NashGore_Gib1")
  110. Stop
  111. TNT1 A 1 A_SpawnDebris("NashGore_Gib2")
  112. Stop
  113. TNT1 A 0 A_Jump(128, 2)
  114. TNT1 A 1 A_SpawnDebris("NashGore_Gib3")
  115. Stop
  116. TNT1 A 1 A_SpawnDebris("NashGore_Gib4")
  117. Stop
  118. TNT1 A 0 A_Jump(128, 4)
  119. TNT1 A 0 A_Jump(128, 2)
  120. TNT1 A 1 A_SpawnDebris("NashGore_Gib5")
  121. Stop
  122. TNT1 A 1 A_SpawnDebris("NashGore_Gib6")
  123. Stop
  124. TNT1 A 0 A_Jump(128, 2)
  125. TNT1 A 1 A_SpawnDebris("NashGore_Gib7")
  126. Stop
  127. TNT1 A 1 A_SpawnDebris("NashGore_Gib8")
  128. Stop
  129. }
  130. }
  131. // Gib 1
  132. ACTOR NashGore_Gib1
  133. {
  134. Health 1
  135. Radius 8
  136. Height 8
  137. Mass 200
  138. Scale 0.75
  139. +CORPSE
  140. +NOTELEPORT
  141. States
  142. {
  143. Spawn:
  144. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater") //..so it will lag no more...
  145. GIB1 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  146. Loop
  147. Underwater: //..so it will lag no more...
  148. GIB1 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  149. GIB1 A -1
  150. Stop
  151. Crash:
  152. GIB1 A -1
  153. Stop
  154. }
  155. }
  156. // Gib 2
  157. ACTOR NashGore_Gib2 : NashGore_Gib1
  158. {
  159. States
  160. {
  161. Spawn:
  162. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  163. GIB2 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  164. Loop
  165. Underwater:
  166. GIB2 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  167. GIB2 A -1
  168. Stop
  169. Crash:
  170. GIB2 A -1
  171. Stop
  172. }
  173. }
  174. // Gib 3
  175. ACTOR NashGore_Gib3 : NashGore_Gib1
  176. {
  177. States
  178. {
  179. Spawn:
  180. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  181. GIB3 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  182. Loop
  183. Underwater:
  184. GIB3 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  185. GIB3 A -1
  186. Stop
  187. Crash:
  188. GIB3 A -1
  189. Stop
  190. }
  191. }
  192. // Gib 4
  193. ACTOR NashGore_Gib4 : NashGore_Gib1
  194. {
  195. States
  196. {
  197. Spawn:
  198. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  199. GIB4 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  200. Loop
  201. Underwater:
  202. GIB4 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  203. GIB4 A -1
  204. Stop
  205. Crash:
  206. GIB4 A -1
  207. Stop
  208. }
  209. }
  210. // Gib 5
  211. ACTOR NashGore_Gib5 : NashGore_Gib1
  212. {
  213. States
  214. {
  215. Spawn:
  216. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  217. GIB5 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  218. Loop
  219. Underwater:
  220. GIB5 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  221. GIB5 A -1
  222. Stop
  223. Crash:
  224. GIB5 A -1
  225. Stop
  226. }
  227. }
  228. // Gib 6
  229. ACTOR NashGore_Gib6 : NashGore_Gib1
  230. {
  231. States
  232. {
  233. Spawn:
  234. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  235. GIB6 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  236. Loop
  237. Underwater:
  238. GIB6 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  239. GIB6 A -1
  240. Stop
  241. Crash:
  242. GIB6 A -1
  243. Stop
  244. }
  245. }
  246. // Gib 7
  247. ACTOR NashGore_Gib7 : NashGore_Gib1
  248. {
  249. States
  250. {
  251. Spawn:
  252. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  253. GIB7 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  254. Loop
  255. Underwater:
  256. GIB7 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  257. GIB7 A -1
  258. Stop
  259. Crash:
  260. GIB7 A -1
  261. Stop
  262. }
  263. }
  264. // Gib 8
  265. ACTOR NashGore_Gib8 : NashGore_Gib1
  266. {
  267. States
  268. {
  269. Spawn:
  270. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  271. GIB8 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  272. Loop
  273. Underwater:
  274. GIB8 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  275. GIB8 A -1
  276. Stop
  277. Crash:
  278. GIB8 A -1
  279. Stop
  280. }
  281. }
  282. // Gib 9 (hand)
  283. ACTOR NashGore_Gib9 : NashGore_Gib1
  284. {
  285. Mass 128
  286. States
  287. {
  288. Spawn:
  289. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  290. GIB9 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  291. Loop
  292. Underwater:
  293. GIB9 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  294. GIB9 A -1
  295. Stop
  296. Crash:
  297. GIB9 A -1
  298. Stop
  299. }
  300. }
  301. // Gib 10 (arm)
  302. ACTOR NashGore_Gib10 : NashGore_Gib1
  303. {
  304. States
  305. {
  306. Spawn:
  307. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  308. GIB0 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  309. Loop
  310. Underwater:
  311. GIB0 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  312. GIB0 A -1
  313. Stop
  314. Crash:
  315. GIB0 A -1
  316. Stop
  317. }
  318. }
  319. // Gib 11 (eyeball)
  320. ACTOR NashGore_Gib11 : NashGore_Gib1
  321. {
  322. Mass 64
  323. States
  324. {
  325. Spawn:
  326. TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
  327. GIBI A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
  328. Loop
  329. Underwater:
  330. GIBI AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
  331. GIBI A -1
  332. Stop
  333. Crash:
  334. GIBI A -1
  335. Stop
  336. }
  337. }