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- ACTOR NashGore_Blood : Blood replaces Blood
- {
- States
- {
- Spawn:
- BLUD C 8
- 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)
- BLUD A 8
- Stop
- }
- }
- ACTOR NashGore_Bloodsplatter : NashGore_Blood replaces Bloodsplatter{}
- ACTOR NashGore_BloodSpot
- {
- Radius 12
- Height 2
- Mass 128
- +NOTELEPORT
- -NOBLOCKMAP
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_JumpIf(waterlevel > 0, "Underwater") //..so it will lag no more...
- TNT1 A 0 A_StartSound("bloodsplat")
- TNT1 A 0 A_Jump(64,4)
- TNT1 A 0 A_Jump(128,4)
- TNT1 A 0 A_Jump(192,4)
- TNT1 A 0 A_Jump(255,4)
- // make the blood spots stay on the ground. 1500 is the default duration.
- BSPT A 1500
- Stop
- BSPT B 1500
- Stop
- BSPT C 1500
- Stop
- BSPT D 1500
- Stop
- Underwater: //..so it will lag no more...
- TNT1 A 0 A_StartSound("bloodsplat")
- TNT1 A 0 A_Jump(64,4)
- TNT1 A 0 A_Jump(128,4)
- TNT1 A 0 A_Jump(192,4)
- TNT1 A 0 A_Jump(255,4)
- // now the bloodspots will remain underwater only for a short time, then vanishes
- BSPT A 250
- Stop
- BSPT B 250
- Stop
- BSPT C 250
- Stop
- BSPT D 250
- Stop
- }
- }
- ACTOR NashGore_FlyingBlood
- {
- Scale 0.75
- Health 1
- Radius 8
- Height 1
- Mass 1
- Gravity 0.75
- +CLIENTSIDEONLY
- +CORPSE
- +NOTELEPORT
- +NOBLOCKMAP
- States
- {
- Spawn:
- FBLD AABBCCDD 2 NODELAY A_SpawnItemEx("NashGore_FlyingBloodTrail",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
- Loop
- Crash:
- TNT1 A 0 A_StartSound("bloodsplat")
- TNT1 A 0 A_Jump(256,1,2,3,4)
- BSPT ABCD 0 A_Jump(256,"End")
- // make the blood spots stay on the ground. 1500 is the default duration.
- // Fadeout added by Zero Prophet for effect.
- End:
- BSPT "#" 1500
- BSPT "#" 1 A_FadeOut(0.02)
- Wait
- }
- }
- ACTOR NashGore_FlyingBloodTrail
- {
- Scale 0.70
- Mass 1
- Gravity .125
- +NOBLOCKMAP
- +NOTELEPORT
- States
- {
- Spawn:
- BTRL ABCD 4
- Stop
- }
- }
- // Gib generator fixed by LilWhiteMouse - thanks LWM!
- ACTOR NashGore_GibGenerator
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_Jump(128, 8)
- TNT1 A 0 A_Jump(128, 4)
- TNT1 A 0 A_Jump(128, 2)
- TNT1 A 1 A_SpawnDebris("NashGore_Gib1")
- Stop
- TNT1 A 1 A_SpawnDebris("NashGore_Gib2")
- Stop
- TNT1 A 0 A_Jump(128, 2)
- TNT1 A 1 A_SpawnDebris("NashGore_Gib3")
- Stop
- TNT1 A 1 A_SpawnDebris("NashGore_Gib4")
- Stop
- TNT1 A 0 A_Jump(128, 4)
- TNT1 A 0 A_Jump(128, 2)
- TNT1 A 1 A_SpawnDebris("NashGore_Gib5")
- Stop
- TNT1 A 1 A_SpawnDebris("NashGore_Gib6")
- Stop
- TNT1 A 0 A_Jump(128, 2)
- TNT1 A 1 A_SpawnDebris("NashGore_Gib7")
- Stop
- TNT1 A 1 A_SpawnDebris("NashGore_Gib8")
- Stop
- }
- }
- // Gib 1
- ACTOR NashGore_Gib1
- {
- Health 1
- Radius 8
- Height 8
- Mass 200
- Scale 0.75
- +CORPSE
- +NOTELEPORT
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater") //..so it will lag no more...
- GIB1 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater: //..so it will lag no more...
- GIB1 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB1 A -1
- Stop
- Crash:
- GIB1 A -1
- Stop
- }
- }
- // Gib 2
- ACTOR NashGore_Gib2 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB2 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB2 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB2 A -1
- Stop
- Crash:
- GIB2 A -1
- Stop
- }
- }
- // Gib 3
- ACTOR NashGore_Gib3 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB3 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB3 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB3 A -1
- Stop
- Crash:
- GIB3 A -1
- Stop
- }
- }
- // Gib 4
- ACTOR NashGore_Gib4 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB4 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB4 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB4 A -1
- Stop
- Crash:
- GIB4 A -1
- Stop
- }
- }
- // Gib 5
- ACTOR NashGore_Gib5 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB5 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB5 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB5 A -1
- Stop
- Crash:
- GIB5 A -1
- Stop
- }
- }
- // Gib 6
- ACTOR NashGore_Gib6 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB6 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB6 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB6 A -1
- Stop
- Crash:
- GIB6 A -1
- Stop
- }
- }
- // Gib 7
- ACTOR NashGore_Gib7 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB7 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB7 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB7 A -1
- Stop
- Crash:
- GIB7 A -1
- Stop
- }
- }
- // Gib 8
- ACTOR NashGore_Gib8 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB8 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB8 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB8 A -1
- Stop
- Crash:
- GIB8 A -1
- Stop
- }
- }
- // Gib 9 (hand)
- ACTOR NashGore_Gib9 : NashGore_Gib1
- {
- Mass 128
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB9 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB9 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB9 A -1
- Stop
- Crash:
- GIB9 A -1
- Stop
- }
- }
- // Gib 10 (arm)
- ACTOR NashGore_Gib10 : NashGore_Gib1
- {
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIB0 A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIB0 AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIB0 A -1
- Stop
- Crash:
- GIB0 A -1
- Stop
- }
- }
- // Gib 11 (eyeball)
- ACTOR NashGore_Gib11 : NashGore_Gib1
- {
- Mass 64
- States
- {
- Spawn:
- TNT1 AA 0 A_JumpIf(waterlevel > 0, "Underwater")
- GIBI A 24 A_SpawnDebris("NashGore_FlyingBlood",1)
- Loop
- Underwater:
- GIBI AAAA 24 A_SpawnDebris("NashGore_FlyingBlood", 1)
- GIBI A -1
- Stop
- Crash:
- GIBI A -1
- Stop
- }
- }
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