// Gibbed marine ----------------------------------------------------------- class GibbedMarine : Actor { States { Spawn: PLAY W -1; Stop; } } // Gibbed marine (extra copy) ---------------------------------------------- class GibbedMarineExtra : GibbedMarine { } // Dead marine ------------------------------------------------------------- class DeadMarine : Actor { States { Spawn: PLAY N -1; Stop; } } /* 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 { Default { Skip_Super; DropItem "None"; } States { Spawn: Goto Super::Death+4; } } // Dead shotgun guy -------------------------------------------------------- class DeadShotgunGuy : ShotgunGuy { Default { Skip_Super; DropItem "None"; } States { Spawn: Goto Super::Death+4; } } // Dead imp ---------------------------------------------------------------- class DeadDoomImp : DoomImp { Default { Skip_Super; } States { Spawn: Goto Super::Death+4; } } // Dead demon -------------------------------------------------------------- class DeadDemon : Demon { Default { Skip_Super; } States { Spawn: Goto Super::Death+5; } } // Dead cacodemon ---------------------------------------------------------- class DeadCacodemon : Cacodemon { Default { Skip_Super; } States { Spawn: Goto Super::Death+5; } } // 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 { Default { Skip_Super; } States { Spawn: Goto Super::Death+5; } }