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BlueGore.txt
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//All the liquid gore stuff goes here.
//Hit puff actor
actor Blue_Blood: Brutal_Blood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
states
{
Spawn:
BSPR A 0
TNT1 A 0 A_CustomMissile ("BlueSuperGoreMistTiny", 0, 0, random (0, 360), 2, random (0, 90))
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
TNT1 A 0
TNT1 A 0 A_PlaySound("misc/XDeath5")
BSPR A 2
TNT1 A 0 A_CustomMissile ("BlueWaterBloodCHecker", 7, 0, random (0, 360), 2, random (30, 60))
Spawn2:
TNT1 A 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
TNT1 A 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (20, 90))
Goto LowBlood
Splash:
BLOD A 0
TNT1 AAA 0 A_CustomMissile ("BlueUnderblood1", 7, 0, random (0, 360), 2, random (30, 150))
stop
LotsOfBlood:
TNT1 A 0
TNT1 AAAA 0 A_CustomMissile ("BlueBloodMistSmall", 0, 0, random (0, 360), 2, random (0, 90))
TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 70))
TNT1 A 0 A_CustomMissile ("SuperWallBlueBlood", 0, 0, random (0, 360), 2, random (-15, 15))
TNT1 AAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
Goto LowBlood
AbsurdBlood:
TNT1 A 2
TNT1 AAAA 0 A_CustomMissile ("SuperWallBlueBlood", 0, 0, random (0, 360), 2, random (-15, 15))
TNT1 A 0 A_JumpIfInventory("AnimuGore", 1, "AnimuGore")
TNT1 AA 0 A_CustomMissile ("BlueBloodMist", 0, 0, random (0, 360), 2, random (0, 90))
TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (10, 50))
TNT1 A 0 A_CustomMissile ("Blue_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (40, 60))
TNT1 A 0 A_CustomMissile ("BlueBloodMistSmall", 7, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("BlueSuperGoreMist", 0, 0, random (0, 360), 2, random (10, 90))
TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 70))
TNT1 AAA 0 A_CustomMissile ("BlueBloodMistSpray", 0, 0, random (0, 360), 2, random (20, 90))
Goto LowBlood
AnimuGore:
TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (10, 50))
TNT1 A 0 A_CustomMissile ("SuperWallBlueBlood", 0, 0, random (0, 360), 2, random (-15, 15))
TNT1 A 0 A_CustomMissile ("Blue_FlyingBloodMuchFaster", 7, 0, random (0, 360), 2, random (40, 60))
TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 70))
TNT1 AAAAAAAAA 0 A_CustomMissile ("XDeath1Blue", 0, 0, random (0, 360), 2, random (40, 80))
TNT1 A 0 A_CustomMissile ("BlueSuperGoreSpawner", 0, 0, random (0, 360), 2, random (10, 90))
TNT1 AAAAA 0 A_CustomMissile ("BlueBloodMistSpray", 0, 0, random (0, 360), 2, random (20, 90))
Goto LowBlood
LowBlood:
TNT1 A 0
BSPR BCDEFGHIJJJ 1
Stop
}
}
//Base flying blood actor. Leaves bloodspots on the floor
ACTOR Blue_FlyingBlood: Brutal_FlyingBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Live")
Spawn1:
TNT1 A 0
TNT1 A 0 A_SetScale(-0.4, 0.4)
Goto live
Spawn2:
TNT1 A 0
TNT1 A 0 A_SetScale(-0.45, -0.45)
Goto live
Spawn3:
TNT1 A 0
TNT1 A 0 A_SetScale(0.5, -0.5)
Goto live
Live:
BLHT BCDEFG 1
TNT1 A 0
BLHT HHHHH 100 A_JumpIf(waterlevel > 1, "Splash")
Stop
Splash:
BLOD A 0
TNT1 A 0 A_SpawnItem ("BlueUnderblood2")
stop
Death:
TNT1 A 0
TNT1 A 0 A_PlaySound("blooddrop2")
TNT1 A 0 A_CheckFloor("DeathFloor")
TNT1 A 1
Stop
DeathFloor:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx ("Blue_BloodSpot",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERTRANSLATION,0)
TNT1 A 0 A_PlaySound("blooddrop2")
XDT1 EFGHIJKL 2
Stop
NoSpawn:
TNT1 A 0
Stop
}
}
//Faster version used in some specific cases
ACTOR Blue_FlyingBloodMuchFaster: Blue_FlyingBlood
{
Scale 1.0
Speed 8
}
actor Blue_FlyingBloodTrail: Brutal_FlyingBloodTrail
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
states
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
BLHT BCDEFG 1
BLHT HHHHHHHHH 1 A_FadeOut(0.02)
stop
Death:
TNT1 A 0
Stop
Splash:
BLOD A 0
TNT1 A 0 A_SpawnItem ("BlueUnderblood2")
stop
}
}
actor Blue_BloodTrails: Brutal_FlyingBloodTrail
{
translation "168:191=192:207","16:47=240:247"
Decal None
}
actor Blue_FlyingBloodFaster: Blue_FlyingBloodTrail
{
Speed 4
states
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
BLOD ABCDEFFFFFF 3
stop
}
}
ACTOR Blue_FlyingBloodFake: Brutal_FlyingBloodFake
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
BLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)
Stop
Splash:
BLOD A 0
TNT1 A 0 A_SpawnItem ("BlueUnderblood2")
stop
Death:
TNT1 A 10
Stop
}
}
ACTOR Blue_FlyingBloodFakeNoDecal: Blue_FlyingBloodFake { decal "none"}
actor BlueBloodMist : BloodMist
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
actor BlueBloodMistBig : BloodMistBig
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
actor BlueBloodMistSmall : BloodMistSmall
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
actor BlueBloodMistExtraBig :BloodMistExtraBig
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//More wattery version
actor BlueBloodMistSpray : BloodMistSpray
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
actor BlueBloodMistChainsaw : BloodMistChainsaw
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
/////////////////////// BLOOD SPOTS //////////////////////////
//base bloodspot actor
ACTOR Blue_BloodSpot: Brutal_Bloodspot
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//a special flying blood actor that spawns muddy water pools over liquids
ACTOR BlueWaterBloodCHecker: WaterBloodCHecker
{
Decal none
States
{
Spawn:
TNT1 A 5
Loop
Death:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid")
TNT1 A 5
TNT1 A 0 A_JumpIfInventory("IsOverBlood", 1, "IsOverLiquid")
TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "IsOverLiquid")
TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "IsOverLiquid")
TNT1 A 0 A_JumpIfInventory("IsOverPurple", 1, "IsOverLiquid")
TNT1 A 10
Stop
IsOverLiquid:
TNT1 A 1
TNT1 A 0 A_CheckFloor("SpawnOnWater")
TNT1 A 2
Stop
SpawnOnWater:
TNT1 A 1
TNT1 A 0 A_SpawnItem ("BlueWaterBloodSpot", 5)
Stop
}
}
//muddy water bloodspot actor
ACTOR BlueWaterBloodSpot: WaterBloodSpot
{
Renderstyle Shaded
StencilColor "0 00 55"
Decal BlueBloodSplat
states
{
Spawn:
BPDL E 1 A_FadeOut(0.9)
BPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeIn(0.02)
BPDL E 100
BPDL EEEEEEEEEEEEEEEEEEEE 4 A_FadeOut(0.02)
Stop
}
}
//bigger bloodsplat
actor BlueGiantBloodSpot: GiantBloodSpot
{
Scale 1.1
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid")//Check Floortype
TNT1 A 3
TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "Disappear")
TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "Disappear")
TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "Disappear")
TNT1 A 0 A_JumpIfInventory("IsOverPurple", 1, "Disappear")
TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "Disappear")
TNT1 A 0 A_JumpIfInventory("IsOverMagenta", 1, "Disappear")
TNT1 A 0 A_SpawnItemEx ("BootSmearerBlue",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_QueueCorpse
Goto SpawnAFrameOnly
}
}
actor BlueMinuscleBloodSpot: Blue_BloodSpot {Scale 0.25}
actor BlueBigBloodSpot: BlueGiantBloodSpot { Scale 0.7}
actor BlueMediumBloodSpot: BlueGiantBloodSpot { Scale 0.4}
actor BlueMediumBloodSpot2: BlueGiantBloodSpot{ Scale 0.4}
//Big version spawned by XDeath animations
ACTOR SplatteredBlueSmall: Blue_BloodSpot
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//Big version spawned by XDeath animations of bigger enemies
ACTOR SplatteredBlueLarge: Blue_BloodSpot
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 A 0 A_CheckFloor("Live")
Goto Splash
Live:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid")//Check if is under a liquid
TNT1 A 4
TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "BlueWaterBloodSpot")
TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "BlueWaterBloodSpot")
TNT1 A 0 A_JumpIfInventory("IsOverlava", 1, "BlueWaterBloodSpot")
TNT1 A 0 A_JumpIfInventory("IsOverMagenta", 1, "BlueWaterBloodSpot")
TNT1 A 0 A_SpawnItemEx ("BootSmearerGreen",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_QueueCorpse
Rest:
BPDL A 800
TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
Loop
BlueWaterBloodSpot:
TNT1 A 0
TNT1 A 0 A_SpawnItem("BlueWaterBloodSpot")
Stop
}
}
//A blood pool spawned by regular enemy deaths.
actor BlueGrowingBloodPool: GrowingBloodPool
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
states
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT5 A 1
TNT1 A 0 A_SpawnItemEx ("BootSmearerBlue",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT5 A 2 A_QueueCorpse
TNT5 A 1 A_SetScale(0.33, 0.33)
TNT5 A 1 A_SetScale(0.36, 0.36)
TNT5 A 1 A_SetScale(0.39, 0.39)
TNT5 A 1 A_SetScale(0.42, 0.42)
TNT5 A 1 A_SetScale(0.45, 0.45)
TNT5 A 1 A_SetScale(0.48, 0.48)
TNT5 A 1 A_SetScale(0.50, 0.50)
TNT5 A 2 A_SetScale(0.53, 0.53)
TNT5 A 2 A_SetScale(0.56, 0.56)
TNT5 A 2 A_SetScale(0.59, 0.59)
TNT5 A 2 A_SetScale(0.62, 0.62)
TNT5 A 2 A_SetScale(0.65, 0.65)
TNT5 A 2 A_SetScale(0.68, 0.68)
TNT5 A 2 A_SetScale(0.70, 0.70)
TNT5 A 3 A_SetScale(0.73, 0.73)
TNT5 A 3 A_SetScale(0.76, 0.76)
TNT5 A 3 A_SetScale(0.79, 0.79)
TNT5 A 3 A_SetScale(0.82, 0.82)
TNT5 A 3 A_SetScale(0.85, 0.85)
TNT5 A 3 A_SetScale(0.88, 0.88)
TNT5 A 3 A_SetScale(0.90, 0.90)
TNT5 A 3 A_SetScale(0.93, 0.93)
TNT5 A 3 A_SetScale(0.96, 0.96)
TNT5 A 3 A_SetScale(0.99, 0.99)
TNT5 A 3 A_SetScale(1.02, 1.02)
TNT5 A 3 A_SetScale(1.05, 1.05)
TNT5 A 3 A_SetScale(1.08, 1.08)
TNT5 A 3 A_SetScale(1.11, 1.11)
Live:
TNT5 A 900
TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Splash")
TNT5 A -1
Stop
Splash:
//BLOD A 0
TNT1 A 0
stop
}
}
//A decorative kind of flying blood spawned by arterial blood
ACTOR Blue_LiquidBlood: Brutal_LiquidBlood
{
decal "BlueBloodSmearSmall"
translation "168:191=192:207","16:47=240:247"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_CustomMissile ("Blue_FlyingBloodTrail", 10, 0, random (0, 360), 2, random (0, 90))
BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("Blue_LiquidBloodTrail")
Stop
Death:
TNT1 A 0 A_PlaySound("blooddrop2")
//XDT1 FGHIJKL 2
TNT1 A 0
Stop
}
}
//Faster version, leaves no decals. Used to prevent decal overflow
ACTOR Blue_LiquidBlood2: Blue_LiquidBlood
{
speed 4
scale 0.4
gravity 0.6
decal "None"
}
//Very fast version
ACTOR Blue_LiquidBloodFast: Blue_LiquidBlood2
{
speed 8
}
//This version leaves a bloodspot
ACTOR Blue_LiquidBlood3: Blue_FlyingBlood
{
Speed 3
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Death:
TNT1 A 0 A_PlaySound("blooddrop2")
TNT1 A 0 A_CheckFloor("SpawnFloor")
TNT1 A 4
Stop
SpawnFloor:
tnt1 a 0 A_SPawnItem("Blue_BloodSpot")
XDT1 FGHIJKL 2
TNT1 A 0
Stop
}
}
//Decorative trails
ACTOR Blue_LiquidBloodTrail: Brutal_LiquidBloodTrail
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//An actor that will spawn multiple arterial blood actors
ACTOR BlueArterialBloodSpray
{
Speed 0
+CLIENTSIDEONLY
+NOINTERACTION
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_stop
TNT1 AAAA 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 6
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 6
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 6
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 6
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 9
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 9
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 9
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 9
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 12
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 12
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 16
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
TNT1 A 19
TNT1 A 2 A_CustomMissile ("Blue_LiquidBlood2", 0, 0, 0, 2, random (0, 60))
Stop
}
}
/////////////////// CEILING BLOOD //////////////////////////
//Launches bloodspots on the ceiling
ACTOR BlueCeilBloodLauncher: CeilBloodLauncher
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Death:
TNT1 A 0
TNT1 A 0 A_CheckCeiling("IsOnCeil")
TNT1 A 0
stop
IsOnCeil:
TNT1 A 0
TNT1 A 1 A_SpawnItem("BlueCeilBloodSpot",0,0,0,1)
Stop
}
}
//Longer version (for extreme deaths)
ACTOR BlueCeilBloodLauncherLong: BlueCeilBloodLauncher
{
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 A 12
Stop
}
}
// The Ceil Blood Spot
actor BlueCeilBloodSpot: CeilBloodSpot
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
states
{
Spawn:
BPDL A 1
TNT1 A 0 A_QueueCorpse
TNT1 A 0 A_SpawnItem ("DripingBlueBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("BlueCeilBloodTinyBloodSpawner")
Live:
BPDL A 5 ThrustThingZ(0, 20, 0, 1)
Loop
}
}
//Bigger version of a ceil blood spot, usually left by sticky gibs.
actor BlueCeilBloodSpotLarge: BlueCeilBloodSpot
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//These are the actors that spawns blood drips. They are separate from the bloodspots so the sticky gibs can spawn them separately.
//Small blood drips spawner, usually caused by regular blood touching the ceiling.
ACTOR BlueCeilBloodTinyBloodSpawner: CeilBloodTinyBloodSpawner
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx ("DripingBlueBloodLeavesSmallPool", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx ("BlueBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 8 A_SpawnItemEx ("BlueBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 12 A_SpawnItemEx ("BlueBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 16 A_SpawnItem ("BlueBloodDripingFromCeiling")
stop
}
}
//Large blood drips spawner, usually caused by huge chunks of meat getting stuck on the ceiling.
ACTOR BlueCeilBloodLargeBloodSpawner: Blue_FlyingBlood
{
+NOGRAVITY
+THRUACTORS
+NOCLIP
Scale 0.5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx ("DripingBlueBloodLeavesSmallPool", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx ("BlueBloodDripingFromCeilingBig", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 8 A_SpawnItemEx ("BlueBloodDripingFromCeilingBig", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 12 A_SpawnItemEx ("BlueBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx ("BlueBloodDripingFromCeiling", random (-5, 5), random (-5, 5), 0, 0, 0, -5)
stop
}
}
//This is the actual blood driping from the ceiling actor
ACTOR BlueBloodDripingFromCeiling: BloodDripingFromCeiling
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//This is a bigger and denser version of the blood drip, droped by sticky gibs
ACTOR BlueBloodDripingFromCeilingBig: BloodDripingFromCeiling
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//This is the first drip spawned by the drip spawners, which leaves a small blood pool
ACTOR DripingBlueBloodLeavesPool: DripingBloodLeavesPool
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
BLUD Z 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItem("BlueMediumBloodSpot")
TNT1 A 0 A_PlaySound("blooddrop2")
XDT1 EFGHIJKL 2
stop
}
}
//Just like above, but leaves a smaller pool
ACTOR DripingBlueBloodLeavesSmallPool: DripingBloodLeavesSmallPool
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
States
{
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItem("BlueMinuscleBloodSpot")
TNT1 A 0 A_PlaySound("blooddrop2")
XDT1 EFGHIJKL 2
stop
}
}
//An invisible projectile only used to spawn bloodsplats on the walls, usually spawned by extreme deaths.
ACTOR WallBlueBlood: WallRedBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSmearer
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 ABCD 4
loop
Splash:
BLOD A 0
stop
Death:
TNT1 A 3
stop
}
}
//This one spawns an even bigger decal
ACTOR SuperWallBlueBlood: WallRedBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSuper
}
//This one spawns a ridiculously bigger decal, used by BFG extreme deaths
ACTOR GiantWallBlueBlood: WallBlueBlood
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodGiant
}
//Spawns giant blood decals all around the area. Used in Blue Doom's BFG deaths.
Actor BlueBloodSplinter
{
+THRUACTORS
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 0, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 45, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 90, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 135, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 180, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 225, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 270, 2, random (0, 35))
TNT1 A 0 A_CustomMissile ("GiantWallBlueBlood", 40, 0, 315, 2, random (0, 35))
Stop
Splash:
BLOD A 0
stop
}
}
//Spawned by BD's kicked heads to spawn blood decals and make the head bounce sound.
ACTOR ShortWallBlueBlood: WallBlueBlood
{
speed 2
Gravity 1
Radius 24
Height 12
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
TNT1 A 3
Stop
Death:
TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodFakeNoDecal", 0, 0, random (0, 360), 2, random (0, 90))
TNT1 A 0 A_SpawnItem("Blue_BloodSpot",0,0,0,1)
TNT1 A 0 A_PlaySound("HEDBON")
TNT1 A 20
Stop
}
}
//Blood actors spawned underwater
ACTOR BlueUnderblood1: Underblood1
{
translation "168:191=192:207","16:47=240:247"
}
//Shorter version
ACTOR BlueUnderblood2: BlueUnderblood1
{
scale 0.7
speed 0
}
//Bigger version that moves, used for gibbing.
ACTOR BlueUnderblood3: BlueUnderblood1
{
scale 2.2
speed 2
Alpha 0.3
}
//Big blood mists
actor BlueSuperGore: SuperGore
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
Actor BlueSuperGoreMist: SuperGoreMist
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//Used on bullet hit impacts
Actor BlueSuperGoreMistTiny: SuperGoreMistTiny
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
actor BigBlueSuperGore: BigSuperGore
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
actor GiantBlueSuperGore: GiantSuperGore
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSplat
}
//Spawners for the BlueSuperGore thing
Actor BlueSuperGoreSpawner: SuperGoreSpawner
{
states
{
Spawn:
TNT1 A 3
TNT1 AAA 3 A_CustomMissile("BlueSuperGore", 7, 0, random (0, 360), 2, random (30, 60))
Stop
}
}
//Bloody footprints still requires the player to be edited to work.
//Gives the player an inventory item to indicate the feet are smeaBlue.
ACTOR BootSmearerBlue: BootSmearerRed
{
states
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Look
Goto See
See:
TNT1 A 1 A_Chase("","")
TNT1 A 0 A_Die("LookForPlayer")
Death:
Death.LookForPlayer:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, "SmearBootsWithBlueBlood")
Stop
SmearBootsWithBlueBlood:
TNT1 A 0 A_GiveToTarget("BootsSmearedWithBlueBlood", 8)
BPDL A 0
Stop
}
}
ACTOR BlueBloodFootPrintLeft: RedBloodFootPrintLeft
{
translation "168:191=192:207","16:47=240:247"
}
ACTOR BlueBloodFootPrintRight: RedBloodFootPrintRight
{
translation "168:191=192:207","16:47=240:247"
}
//Gib actors
ACTOR XDeath1Blue: XDeath1
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSuper
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("Blue_LiquidBloodTrail")
Stop
Death:
TNT1 A 0 A_SpawnItemEx ("Blue_BloodSpot", 0, 0, 1)
TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckIfOverLiquid")
XDT1 EF 3
TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "IsOverLiquid")
TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "IsOverLiquid")
XDT1 GHIJKL 3
Stop
TNT1 A 1
Underwater:
Splash:
BLUD C 0 ThrustThingZ (0,35,1,0)
XDT1 AB 3 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
BLUD C 0 ThrustThingZ (0,35,1,0)
XDT1 CD 3 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Loop
IsOverLiquid:
TNT1 A 1
TNT1 A 0 A_CheckFloor("SpawnOnWater")
SpawnOnWater:
TNT1 A 1
TNT1 A 0 A_SpawnItem ("BlueWaterBloodSpot", 5)
Stop
}
}
//A flying piece of meat
ACTOR XDeath2Blue: XDeath2
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSuper
States
{
Spawn:
TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
XMT1 ABCDEFGH 2 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Loop
Death:
TNT1 AAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
TNT1 A 0 A_CheckFloor("SpawnFloor")
TNT1 A 0 A_CheckCeiling("SpawnCeiling")
TNT1 A 0 A_SpawnItem("SmearingXDeath2Blue")
Stop
SpawnFloor:
XMT1 M 1
TNT1 A 0 A_QueueCorpse
TNT1 A 0 A_SpawnItemEx ("Blue_BloodSpot", 0, 0, 1)
Goto Rest
Rest:
XMT1 M 800
TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
Loop
SpawnCeiling:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx ("CeilXDeath2Blue", 0, 0, 1)
TNT1 A 0 A_SpawnItemEx ("BlueCeilBloodSpotLarge", 0, 0, 1)
Stop
Vanish:
TNT1 A 5
Stop
}
}
ACTOR XDeath2bBlue: XDeath2Blue { Speed 4 } //Low-range version.
//A piece of meat that has hit the wall, and now is slowly smearing
ACTOR SmearingXDeath2Blue: SmearingXDeath2
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSuper
States
{
Spawn:
XMT1 N 10
TNT1 A 0 ThrustThingZ(0, 1, 1, 1)
TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
Spawn1:
XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
Goto Death
Spawn2:
XMT1 NNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
Goto Death
Spawn3:
XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
Goto Death
Spawn4:
XMT1 NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CheckFloor("Rest")
Goto Death
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItem("XDeath2BlueNoStick")
Stop
Rest:
XMT1 M 1
TNT1 A 0 A_QueueCorpse
TNT1 A 0 A_SpawnItem("Blue_BloodSpot",0,0,0,1)
Goto Rest1
Rest1:
XMT1 M 800
TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)
TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
Loop
Vanish:
TNT1 A 5
Stop
}
}
//piece of meat that got stuck in the ceiling
actor CeilXDeath2Blue: CeilXdeath2
{
translation "168:191=192:207","16:47=240:247"
Decal BlueBloodSuper
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JUmp (255, "Live1", "Live2", "Live3")
Goto Live1
Live1:
XMT1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 ThrustThingZ(0, 20, 0, 1)
Goto Fall