// Gibbed marine ----------------------------------------------------------- actor GibbedMarine { States { Spawn: PLAY W -1 Stop } } // Gibbed marine (extra copy) ---------------------------------------------- actor GibbedMarineExtra : GibbedMarine { } // Dead marine ------------------------------------------------------------- actor DeadMarine { 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 --------------------------------------------------------- actor DeadZombieMan : ZombieMan { Skip_Super DropItem None States { Spawn: Goto Super::Death+4 } } // Dead shotgun guy -------------------------------------------------------- actor DeadShotgunGuy : ShotgunGuy { Skip_Super DropItem None States { Spawn: Goto Super::Death+4 } } // Dead imp ---------------------------------------------------------------- actor DeadDoomImp : DoomImp { Skip_Super States { Spawn: Goto Super::Death+4 } } // Dead demon -------------------------------------------------------------- actor DeadDemon : Demon { Skip_Super States { Spawn: Goto Super::Death+5 } } // Dead cacodemon ---------------------------------------------------------- actor DeadCacodemon : Cacodemon { 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.) */ actor DeadLostSoul : LostSoul { Skip_Super States { Spawn: Goto Super::Death+5 } }