class BloodThingBase : BloodActor { meta int defhealth; meta int mass; meta int defflags; meta int bouncefactor; meta int dmgResist; meta int defcstat; property prefix: none; property health: defhealth; property mass: mass; property flags: defflags; property bouncefactor: bouncefactor; property dmgResist: dmgResist; property cstat: defcstat; } class BloodThingTNTBarrel : BloodThingBase { default { health 25; mass 250; clipdist 8.000000; flags 11; bouncefactor 4096; dmgResist 80; cstat CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_BLOCK_HITSCAN; pic "TNTBarrel"; dmgcontrol 256, 256, 128, 64, 0, 0, 128; } } class BloodThingArmedProxBomb : BloodThingBase { default { health 5; mass 5; clipdist 4.000000; flags 3; bouncefactor 24576; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "ProxBomb"; shade -16; scale 0.500000, 0.500000; dmgcontrol 256, 256, 256, 64, 0, 0, 512; } } class BloodThingArmedRemoteBomb : BloodThingBase { default { health 5; mass 5; clipdist 4.000000; flags 3; bouncefactor 24576; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "ArmedRemote"; shade -16; scale 0.500000, 0.500000; dmgcontrol 256, 256, 256, 64, 0, 0, 512; } } class BloodThingVase1 : BloodThingBase { default { health 1; mass 20; clipdist 8.000000; flags 3; bouncefactor 32768; dmgResist 80; pic "Vase1"; dmgcontrol 256, 0, 256, 128, 0, 0, 0; } } class BloodThingVase2 : BloodThingBase { default { health 1; mass 150; clipdist 8.000000; flags 3; bouncefactor 32768; dmgResist 80; pic "Vase2"; dmgcontrol 256, 256, 256, 128, 0, 0, 0; } } class BloodThingCrateFace : BloodThingBase { default { health 10; clipdist 0.000000; pic "CreateFace"; dmgcontrol 0, 0, 0, 256, 0, 0, 0; } } class BloodThingGlassWindow : BloodThingBase { default { health 1; clipdist 0.000000; pic "GlassWindow"; dmgcontrol 256, 0, 256, 256, 0, 0, 0; } } class BloodThingFluorescent : BloodThingBase { default { health 1; clipdist 0.000000; pic "Fluorescent"; dmgcontrol 256, 0, 256, 256, 0, 0, 512; } } class BloodThingWallCrack : BloodThingBase { default { health 50; clipdist 0.000000; pic "WallCrack"; dmgcontrol 0, 0, 0, 256, 0, 0, 0; } } class BloodThingWoodBeam : BloodThingBase { default { health 8; clipdist 0.000000; pic "WoodBeam"; dmgcontrol 256, 0, 256, 128, 0, 0, 0; } } class BloodThingSpiderWeb : BloodThingBase { default { health 4; clipdist 0.000000; pic "SpiderWeb"; dmgcontrol 256, 256, 64, 256, 0, 0, 128; } } class BloodThingMetalGrate : BloodThingBase { default { health 40; clipdist 0.000000; pic "MetalGrate"; dmgcontrol 64, 0, 128, 256, 0, 0, 0; } } class BloodThingFlammableTree : BloodThingBase { default { health 1; clipdist 0.000000; dmgcontrol 0, 256, 0, 256, 0, 0, 128; } } class BloodTrapMachinegun : BloodThingBase { default { health 1000; clipdist 0.000000; flags 8; dmgcontrol 0, 0, 128, 256, 0, 0, 512; } } class BloodThingFallingRock : BloodThingBase { default { mass 15; clipdist 2.000000; flags 3; bouncefactor 32768; } } class BloodThingKickablePail : BloodThingBase { default { mass 8; clipdist 12.000000; flags 3; bouncefactor 49152; } } class BloodThingObjectGib : BloodThingBase { default { health 10; mass 2; clipdist 0.000000; bouncefactor 32768; dmgcontrol 256, 0, 256, 256, 0, 0, 128; } } class BloodThingObjectExplode : BloodThingBase { default { health 20; mass 2; clipdist 0.000000; bouncefactor 32768; dmgcontrol 0, 0, 0, 256, 0, 0, 128; } } class BloodThingArmedTNTStick : BloodThingBase { default { health 5; mass 14; clipdist 4.000000; flags 3; bouncefactor 24576; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "ArmedTNT"; shade -32; scale 0.500000, 0.500000; dmgcontrol 64, 256, 128, 64, 0, 0, 256; } } class BloodThingArmedTNTBundle : BloodThingBase { default { health 5; mass 14; clipdist 4.000000; flags 3; bouncefactor 24576; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "ArmedTNTBundle"; shade -32; scale 0.500000, 0.500000; dmgcontrol 64, 256, 128, 64, 0, 0, 256; } } class BloodThingArmedSpray : BloodThingBase { default { health 5; mass 14; clipdist 4.000000; flags 3; bouncefactor 32768; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "ArmedSpray"; shade -128; scale 0.500000, 0.500000; dmgcontrol 64, 256, 128, 64, 0, 0, 256; } } class BloodThingBone : BloodThingBase { default { health 5; mass 6; clipdist 4.000000; flags 3; bouncefactor 32768; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "Bone"; scale 0.500000, 0.500000; } } class BloodThing422 : BloodThingBase { default { health 8; mass 3; clipdist 4.000000; flags 11; bouncefactor 32768; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; dmgcontrol 256, 0, 256, 256, 0, 0, 0; } } class BloodThingDripWater : BloodThingBase { default { mass 1; clipdist 0.250000; flags 2; pic "DripWater"; pal 10; } } class BloodThingDripBlood : BloodThingBase { default { mass 1; clipdist 0.250000; flags 2; pic "DripBlood"; pal 2; } } class BloodThingBloodBits : BloodThingBase { default { health 15; mass 4; clipdist 1.000000; flags 3; bouncefactor 24576; cstat CSTAT_SPRITE_BLOCK_ALL; dmgcontrol 128, 64, 256, 256, 0, 0, 256; } } class BloodThingBloodChunks : BloodThingBase { default { health 30; mass 30; clipdist 2.000000; flags 3; bouncefactor 8192; cstat CSTAT_SPRITE_BLOCK_ALL; dmgcontrol 128, 64, 256, 256, 0, 0, 64; } } class BloodThingZombieHead : BloodThingBase { default { health 60; mass 5; clipdist 8.000000; flags 3; bouncefactor 40960; dmgResist 1280; cstat CSTAT_SPRITE_BLOCK_ALL; pic "ZombieHead"; scale 0.625000, 0.625000; dmgcontrol 128, 64, 256, 256, 0, 0, 64; } } class BloodThingNapalmBall : BloodThingBase { default { health 80; mass 30; clipdist 8.000000; flags 3; bouncefactor 57344; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "NapalmBall"; shade -128; scale 0.500000, 0.500000; } } class BloodThingPodFireBall : BloodThingBase { default { health 80; mass 30; clipdist 8.000000; flags 3; bouncefactor 57344; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "PodFireball"; shade -128; scale 0.500000, 0.500000; dmgcontrol 256, 0, 256, 256, 0, 0, 0; } } class BloodThingPodGreenBall : BloodThingBase { default { health 80; mass 30; clipdist 8.000000; flags 3; bouncefactor 57344; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "PodGreenBall"; shade -128; scale 0.500000, 0.500000; dmgcontrol 256, 0, 256, 256, 0, 0, 0; } } class BloodThingDroppedLifeLeech : BloodThingBase { default { health 150; mass 30; clipdist 12.000000; flags 3; bouncefactor 32768; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_ALL; pic "ICONLEECH"; shade -128; scale 0.750000, 0.750000; dmgcontrol 64, 64, 112, 64, 0, 96, 96; } } class BloodThingVoodooHead : BloodThingBase { default { health 1; mass 30; clipdist 12.000000; flags 3; bouncefactor 32768; dmgResist 1600; pic "VoodooHead"; shade -128; scale 0.250000, 0.250000; } } class BloodThingTNTProx : BloodThingBase { default { health 5; mass 5; clipdist 4.000000; flags 3; bouncefactor 24576; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "ProxBomb"; shade -16; pal 7; scale 0.500000, 0.500000; dmgcontrol 256, 256, 256, 64, 0, 0, 512; } } class BloodThingThrowableRock : BloodThingBase { default { health 5; mass 6; clipdist 4.000000; flags 3; bouncefactor 32768; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_HITSCAN; pic "Bone"; scale 0.500000, 0.500000; } } class BloodThingEnemyLifeLeech : BloodThingBase { default { health 150; mass 30; clipdist 12.000000; flags 3; bouncefactor 32768; dmgResist 1600; cstat CSTAT_SPRITE_BLOCK_ALL; pic "ICONLEECH"; shade -128; scale 0.687500, 0.687500; dmgcontrol 0, 1024, 512, 1024, 0, 64, 512; } } // traps class BloodTrapFlame : BloodActor { } class BloodTrapSawCircular : BloodActor { } class BloodTrapZapSwitchable : BloodActor { } class BloodTrapExploder : BloodActor { }