gzdoom/wadsrc/static/zscript/doom/deadthings.txt

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// Gibbed marine -----------------------------------------------------------
class GibbedMarine : Actor
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{
States
{
Spawn:
PLAY W -1;
Stop;
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}
}
// Gibbed marine (extra copy) ----------------------------------------------
class GibbedMarineExtra : GibbedMarine
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{
}
// Dead marine -------------------------------------------------------------
class DeadMarine : Actor
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{
States
{
Spawn:
PLAY N -1;
Stop;
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}
}
/* If it wasn't for Dehacked compatibility, the rest of these would be
* better defined as single frame states. But since Doom reused the
* dead state from the original monsters, we need to do the same.
*/
// Dead zombie man ---------------------------------------------------------
class DeadZombieMan : ZombieMan
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{
Default
{
Skip_Super;
DropItem "None";
}
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States
{
Spawn:
Goto Super::Death+4;
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}
}
// Dead shotgun guy --------------------------------------------------------
class DeadShotgunGuy : ShotgunGuy
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{
Default
{
Skip_Super;
DropItem "None";
}
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States
{
Spawn:
Goto Super::Death+4;
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}
}
// Dead imp ----------------------------------------------------------------
class DeadDoomImp : DoomImp
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{
Default
{
Skip_Super;
}
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States
{
Spawn:
Goto Super::Death+4;
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}
}
// Dead demon --------------------------------------------------------------
class DeadDemon : Demon
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{
Default
{
Skip_Super;
}
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States
{
Spawn:
Goto Super::Death+5;
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}
}
// Dead cacodemon ----------------------------------------------------------
class DeadCacodemon : Cacodemon
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{
Default
{
Skip_Super;
}
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States
{
Spawn:
Goto Super::Death+5;
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}
}
// Dead lost soul ----------------------------------------------------------
/* [RH] Considering that the lost soul removes itself when it dies, there
* really wasn't much point in id including this thing, but they did anyway.
* (There was probably a time when it stayed around after death, and this is
* a holdover from that.)
*/
class DeadLostSoul : LostSoul
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{
Default
{
Skip_Super;
}
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States
{
Spawn:
Goto Super::Death+5;
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}
}