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Not sure if this has been brought to your attention already, but reloading ammo for the rifle seems to be a bit broken. It depletes the entirety of ammo2, even when ammo1 is full. I think it might be related to the "weaponscripts", at least that's what fixed it for me. Other than that, this mod is pretty damn solid!
***edit*** - chainsaw doesn't want to spawn...it's shy.
The infamous nickname for the animated strap the previous version of Brutal Doom had, which bounced every time the gun did anything beyond idle. It was actually removed in later versions, but it stuck around in people's heads I guess.
ahh okay then, was imagining SM4 had gone off the deep deep end and now we have truck nuts on the shotgun.
.......which is apparently a real product (but more for pistols and rifles, at least according to the pictures on tacsac.com)
Matt
Putting the XD into *xdeath since 2007
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Thanks so much for the testing and enthusiasm so far - I've uploaded a new edition with many of the smoke/fire effects cleaned up, the BFG and SSG reinstated, and the Rifle reloading problem fixed. I hadn't recompiled the ACS after I changed the ammo type names, so it was trying to reload up to the RifleAmmo limit (all 300 of them) instead of RifleAmmoLoaded.
Let's talk about the next big change:
Monsters!
The edited monsters are the real meat of Brutal Doom. Each one of them defines a vast tree of states that builds on the normal Doom monster behaviour, most notably what happens when they're shot. Far from just falling over and dying with the same two animations each time, each monster has a large library of sprites for being maimed in a variety of morbidly interesting ways depending on the damage type. These typically spawn large numbers of gibs/remains from the original monster, or even have the monster going into a last stand where it can still attack desperately as it dies. This results in class definitions that are even bigger than the weapons - the Sergeant, for example, weighs in at 1099 lines, with extra definitions for dead variants and other extras bringing the size of the file up to 1376 lines.
Pain.Avoid: TNT1 A 0 TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight") Goto AvoidLeft
AvoidLeft: SPOS A 1 A_FaceTarget TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0) ZRO4 ABCDEFGH 2 A_FaceTarget Goto Missile AvoidRight: SPOS A 1 A_FaceTarget TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0) ZRO3 ABCDEFGH 2 A_FaceTarget Goto Missile
ReplaceVanilla: TNT1 A 0 A_ChangeFlag("THRUACTORS", 1) TNT1 A 0 A_ChangeFlag("COUNTKILL", 0) TNT1 A 0 A_SpawnItemEx ("VanillaShotgunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0) Stop Spawn: TNT1 A 0 TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated TNT1 A 0 TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1) TNT1 A 0 A_GiveInventory("TypeSergeant", 1) TNT1 A 0 A_TakeInventory("SergeantAmmo", 6) TNT1 A 0 A_GiveInventory("SergeantAmmo", random(0,5)) SPOS B 1 Goto Stand Stand: SPOS A 0 A_CheckSight("Stand2") TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID B 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID B 10 A_Look Loop Stand2: SPSS Z 1 A_Look Goto Stand
FallBack: TNT1 A 0 A_CheckSight("Advance") TNT1 A 0 A_ChangeFLag("NODROPOFF", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS D 2 A_FaceTarget SPOS D 2 A_Recoil(2) TNT1 A 0 A_jump(64, "Missile") TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS C 2 A_FaceTarget SPOS C 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS B 2 A_FaceTarget SPOS B 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS A 2 A_FaceTarget SPOS A 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS D 2 A_FaceTarget SPOS D 2 A_Recoil(2) TNT1 A 0 A_jump(64, "Missile") TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS C 2 A_FaceTarget SPOS C 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS B 2 A_FaceTarget SPOS B 2 A_Recoil(2) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget4", 10) SPOS A 2 A_FaceTarget SPOS A 2 A_Recoil(2) TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) GOto Missile
SearchForPlayer: Idle: TNT1 A 0 A_ClearTarget TNT1 A 0 A_TakeInventory("EnemyMemory", 30) TNT1 A 0 A_GiveInventory("SKShotgunGUy", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID C 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID D 10 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SHID A 10 A_Look
SPOS A 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS B 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS C 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS D 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1)
TNT1 A 0 A_Jump(128, "Idle") SPOS A 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS B 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS C 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) SPOS D 4 A_Look TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_Wander TNT1 A 0 A_Recoil(-1) Loop
See: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_TakeInventory("SKZombieman", 1) TNT1 A 0 A_TakeInventory("EnemyMemory", 15) TNT1 A 0 A_CheckSight("SeeNeverSeen") Goto SeeContinue
SeeContinue: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_JumpIfCloser(200, "FallBack") //Advance: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer") TNT1 A 0 A_GiveInventory("EnemyMemory", 1) TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS AA 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS AA 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS BB 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS BB 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS CC 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS CC 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS DD 2 A_Chase TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS DD 2 A_Chase Loop
SeeNeverSeen: TNT1 A 0 A_JumpIfCloser(200, "FallBack") Advance: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS AA 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_TakeInventory("SKZombieman", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS BB 2 A_Chase TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS CC 2 A_Chase TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS DD 2 A_Chase Loop
Missile: TNT1 A 0 A_Stop TNT1 A 0 A_TakeInventory("EnemyMemory", 10) TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_GiveInventory("SergeantAmmo", 1) SPOS D 5 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS E 10 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) SPOS E 4 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) //TNT1 A 0 A_SetPitch(random (-8, 8) + pitch) TNT1 AAAAA 0 A_CustomMissile("MonsterTracer", 36, 0, random(-7, 7), 1, random(-4, 4)) TNT1 AAAAAAAA 0 A_CustomMissile("ShotgunParticles", 36, 0, random(-9, 9), 6, random(-9, 9)) TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/sg") SPOS F 5 BRIGHT //A_CustomBulletAttack(8, 8, 10, 3, "HitPuff") TNT1 A 0 A_Recoil(1) SPSR C 6 TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS E 7 A_FaceTarget TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPSR A 7 TNT1 A 0 A_PlaySound("weapons/sgpump") TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPSR B 7 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPSR A 7 TNT1 A 0 A_JumpIfInventory("SergeantAmmo", 6, "Reload") Goto SeeContinue
Reload: TNT1 A 0 TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) SPSR A 15 TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) ID12 EFG 5 TNT1 A 0 A_PlaySound("insertshell") TNT1 A 0 A_TakeInventory("SergeantAmmo", 1) TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) SPSR A 10 TNT1 A 0 A_PlaySound("weapons/sgpump") TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTarget20", 10) SPSR B 10 TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) SPSR A 10 TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0) Goto SeeContinue
Pain: TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 9) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS G 5 TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) TNT1 A 0 A_SpawnItem ("LegTargetBase", 10) SPOS G 5 A_Pain TNT1 A 0 A_Jump(196, "Missile") Goto SeeContinue TNT1 AAAAA 0 TNT1 A 0 A_Pain ID11 H 6 Goto GetUp
Pain.Melee: TNT1 A 0 TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "GotoStealthKill") TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6) TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) SPOS G 3 TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0) SPOS G 3 A_Pain Goto SeeContinue TNT1 AAAAA 0 TNT1 A 0 A_Pain ID11 H 8 ID11 S 35 TNT1 A 0 A_TakeInventory("IsDown", 1) ID11 T 10 Goto SeeContinue
Pain.ExplosiveImpact: Pain.ExtremePunches: Pain.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 TNT1 A 0 A_Pain TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain") TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 A_GiveInventory("IsDown", 1) TNT1 A 0 ThrustThingZ(0,40,0,1) SPO4 UUVWXY 4 Goto FallingAfterImpact
Pain.Kick: Pain.HeavyImpact: TNT1 A 0 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain") ID11 G 1 A_Pain TNT1 A 0 A_GiveInventory("IsDown", 1) TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1) TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_ChangeFlag("NOPAIN", 1) //ID11 E 1 A_Chase ("","") SPO4 U 1 A_facetarget SPO4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0) SPO4 UVWXY 3 TNT1 A 0 A_ChangeFlag("NOPAIN", 0) Goto FallingAfterImpact
FallingAfterImpact: ID11 H 1 A_GiveInventory ("FallingHeight", 1) ID11 H 1 A_CheckFloor ("GetUp") NULL A 0 A_JumpIf (momz == 0, "GetUp") Loop
GetUp: TNT1 A 0 TNT1 A 0 A_GiveInventory("IsDown", 1) TNT1 A 0 A_SpawnItem("LargeMassWaterImpact") TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1) TNT1 A 0 A_ChangeFlag("NOPAIN", 0) TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_ChangeFLag("GHOST", 1) TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDie") ID11 SSSSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact") TNT1 A 0 A_TakeInventory("FallingHeight", 100)
ID11 T 10 TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0) TNT1 A 0 A_TakeInventory("IsDown", 1) TNT1 A 0 A_ChangeFlag("SOLID", 1) Goto SeeContinue
FallingDie: TNT1 A 0 TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0) TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp") TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath") TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDeath")
FallingDeath: TNT1 A 0 TNT1 A 0 A_Scream TNT1 A 0 A_NoBLocking TNT1 A 0 A_Stop TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130)) ID11 EF 2 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS L -1 Stop
FallingSuperDeath: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBLocking TNT1 A 0 A_SpawnItem ("GrowingBloodPool") Goto Death.ExplosiveImpact+1
Pain.KillMe: TNT1 A 0 Goto Missile Death.KillMe: Death.Taunt: TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_SpawnItem("ShotgunGuy") Stop
Death.Shotgun: TNT1 A 0 A_Jump(42, "Death.Shotgunontheface") TNT1 A 0 A_JumpIfCloser(80, "Death.Blast")
TNT1 A 0 A_JumpIfCloser(320, "Death.Shotgunontheface") Goto Death
Death.Shotgunontheface: Death.HeavyImpact: TNT1 A 0 TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0) TNT1 A 0 A_Jump(24, "Death.ARm") TNT1 A 0 A_Jump(128, "DeathShotgunFly") TNT1 A 0 A_NoBlocking TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_Jump(128, "DeathShotgunontheface2") TNT1 A 0 A_Stop TNT1 A 0 A_Pain SPOS H 1 A_FaceTarget TNT1 A 0 A_Recoil(13) TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_Scream TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160)) SPO4 ABCD 4 SPO4 EFGHIJ 4 A_JumpIf((MomY == 0), "DSFStop") Goto DSFStop+1
DSFStop: TNT1 A 0 A_SpawnItem("Ploft3") TNT1 A 0 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0)) SPO4 J -1 Stop
DeathShotgunontheface2: TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_Stop TNT1 A 0 A_Pain SPOS H 1 A_FaceTarget TNT1 A 0 A_Scream TNT1 A 0 A_Recoil(13) TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160)) SPO4 KLMN 4 SPO4 OPQRST 4 A_JumpIf((MomY == 0), "DSFStop2") Goto DSFStop2+1
DSFStop2: TNT1 A 0 A_SpawnItem("Ploft3") TNT1 A 0 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0)) SPO4 T -1 Stop
DeathShotgunFly: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0) TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil (6) SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") SPO4 V 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit") SPO4 W 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 X 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 Y 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40)) TNT1 A 0 A_SpawnItem("GrowingBloodPool") TNT1 A 0 A_SpawnItem("DeadShotgunguy1") Stop TakeASit: TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40)) SPO4 U 5 TNT1 A 0 A_SpawnItem("GrowingBloodPool") TNT1 A 0 A_SpawnItemEx("DeadShotgunguy_Slumped", 10) Stop
Death.Eat: TNT1 A 0 TNT1 A 0 A_NoBlocking TNT1 A 0 A_Scream TNT1 A 0 A_GiveToTarget("SergeantFatality",1) Stop
Death.ShotgunonthefaceArm: TNT1 A 0 TNT1 A 0 A_Jump(128, "Death.Arm") TNT1 A 0 ThrustThingZ(0,40,0,1) TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking ID11 OP 15 TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm") Stop
GotoStealthKill: TNT1 A 1 TNT1 A 0 A_Explode(100, 1, 1) TNT1 A 1 Goto SeeContinue
Death.Melee:
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down") TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill") Death.Kick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 ThrustThingZ(0,30,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil (8) SPO4 UUVWXY 4 SPOS L -1 Stop
Death: TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
TNT1 A 0 A_Jump(96, "Death.Arm") Death.MinorLeg: TNT1 A 0 A_Jump(48, "Death.Leg") SPOS H 5 A_Scream SPOS I 5 SPOS J 5 A_NoBlocking SPOS K 5 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS L -1 Stop
Death.Down: Death.Trample: TNT1 A 0 TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40)) ID11 H 12 TNT1 A 0 A_SpawnItem("DeadShotgunguy") Stop
Death.Leg: TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160)) SPO3 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_Playsound ("grunt/death") SPO3 B 3 SPO3 C 3 A_NoBlocking TNT1 A 0 A_SpawnItemEx ("SergeantGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop
LeaveCrawling: TNT1 A 0 TNT1 A 0 A_SpawnItemEx ("DyingSergeantNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) TNT1 A 0 Stop
Death.Arm: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160)) SPO5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItemEx ("DyingSergeant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) Stop
HeadExploder: TNT1 A 0 A_Jump(72, "Death.HeadExplode") Goto Death.HeadMinor
Death.Head: TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma") TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate") TNT1 A 0 A_JumpIfHealthLower(-200, "HeavyHead") TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode") TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder") Death.HeadMinor: TNT1 A 0 A_FaceTarget TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 A_Jump(142, "DeathMinorHead4") TNT1 A 0 A_Jump(32, "Death.MinorHeadLong") TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360)) TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (100, 130), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (90, 110), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (100, 130), 2, random (0, 160)) TNT1 A 0 A_Scream SPOS TTTTUU 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 120, 2, random (0, 60)) SPOS VVV 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, 120, 2, random (60, 120)) TNT1 A 0 A_NoBlocking SPOS XXXYYY 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS Z -1 Stop
Death.MinorHeadLong: TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360)) TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160)) SPOS U 6 A_Scream SPOS V 6 A_NoBlocking SPOS VWVWVW 18 A_Pain SPOS XY 6 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPOS Z -1 Stop
DeathMinorHead4: TNT1 A 0 TNT1 A 0 A_Pain TNT1 A 0 A_FaceTarget TNT1 A 0 A_CustomMissile ("Brains4", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
13DG J 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160)) 13DG KL 8
TNT1 A 0 A_Scream 13DG M 6 A_NoBlocking
TNT1 A 0 A_SpawnItem ("GrowingBloodPool") 13DG N -1 Stop
Death.headExplode:
TNT1 A 0 A_XScream TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50) TNT1 A 0 A_NoBlocking SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120)) SPDH DDDDEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120)) SPDH EEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPDH E -1 Stop
HeavyHead: TNT1 A 0 A_ClearTarget SOSL G 1 A_Chase("", "") SOSL G 1 A_Pain TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(10) TNT1 A 0 ThrustThingZ(0,35,0,1) TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (10, 170)) TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) ZMAD B 0 A_XScream TNT1 A 0 A_SpawnItem("BloodSplasher2") ZMAD C 0 A_NoBlocking SOSL GHIJK 6 SOSL LLLLLLLLLLLLLLLLLLL 4 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (10, 40)) SOSL L -1 Stop
Death.decaptate: TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90)) TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120)) SPDH DDDDDDEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120)) SPDH EEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SPDH E -1 Stop
Death.Saw: Death.cut: Death.HKFT: TNT1 A 0 TNT1 A 0 A_Jump(96, "Death.Arm") Goto Death.Tear
Death.cutless: TNT1 A 0 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down") TNT1 A 0 A_Jump(16, "Death") TNT1 A 0 A_Jump(32, "Death.Cut") TNT1 A 0 A_Jump(16, "Death.LegMassacre") Goto Death.Minigun
Death.Tear: TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_XScream TNT1 O 0 A_NoBlocking SP2X AA 8 TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160)) SP2X BBCD 8 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SP2X E -1 Stop
Death.Minigun: TNT1 A 0 TNT1 A 0 A_FaceTarget TNT1 A 0 A_Scream TNT1 O 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("BrutalizedSergeant1", 1) Stop
Death.LegMassacre: TNT1 A 0 TNT1 A 0 A_FaceTarget TNT1 A 0 A_Scream TNT1 O 0 A_NoBlocking TNT1 A 0 A_SpawnItem ("BrutalizedSergeantLeg", 1) Stop
Death.Blast: Death.Railgun: TNT1 A 0 TNT1 A 0 A_FaceTarget TNT1 A 0 A_Jump(12, "Death.Arm") TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(128, "Death.Blast2") TNT1 A 0 A_Scream TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90)) ZXZ7 A 6 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") ZXZ7 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60)) ZXZ7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40)) ZXZ7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60)) ZXZ7 E -1 Stop
Death.Blast2: TNT1 A 0 A_XScream TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40)) TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90)) ZXZ6 A 6 A_Stop TNT1 A 0 A_SpawnItem ("GrowingBloodPool") ZXZ6 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60)) ZXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40)) ZXZ6 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60)) ZXZ6 E -1 Stop
Death.SuperPunch: Death.SSG: SZD1 E 1 A_Pain SZD1 E 1 A_FaceTarget TNT1 A 0 A_SpawnItem("BloodSplasher2") TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40)) //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40)) TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking SZD1 EEFFGH 6 TNT1 A 0 A_SpawnItem ("GrowingBloodPool") SZD1 H -1 Stop
Death.GreenFire: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360)) XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43) Stop
Death.Plasma: Death.Plasma2: PBR1 A 6 A_Scream TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180)) TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180)) TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180)) PBR1 B 6 A_NoBlocking PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)) PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160)) PBR1 H -1 Stop
Death.SuperPlasma: TNT1 A 0 TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43) TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43) TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160)) XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43) TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360)) TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 Stop
Death.Fatality: TNT1 A 0 TNT1 A 0 A_Pain TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1) Goto Death.ExplosiveImpact TNT1 A 0 A_NoBlocking TNT1 A 0 A_GiveToTarget("GoFatality", 1) TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
Death.Fatality1: TNT1 A 0 A_GiveToTarget("SergeantFatality", 1) Stop Death.Fatality2: TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1) Stop Death.Fatality3: TNT1 A 0 A_GiveToTarget("SergeantFatality3", 1) Stop
Death.HelperMarineFatallity: Death.BHFT: Death.RVFT: TNT1 A 0 TNT1 A 1 A_Pain TNT1 A 0 A_Chase("","") TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_GiveToTarget("SergeantFatality", 1) Stop
Death.fire: Death.burn: Death.flames: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem("BurningZombieMan", 0, 7) //TNT1 A 0 A_SpawnItem("BurningShotgunguy", 0, 10) Stop
XDeath: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60)) TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160)) Stop
Death.Desintegrate: TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItem("DesintegratedHuman") Stop
Crush: Death.Stomp: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360)) TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180)) TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180)) TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180)) TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180)) TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItem ("CrushedRemains") TNT1 A 1 TNT1 A 1 A_XScream TNT1 A 1 A_NoBlocking Stop
Death.ExplosiveImpact: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1) TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(96,"Death.LandMine") TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10)) TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 ThrustThingZ(0,30,0,1) ID14 AB 5 ID14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact") ID14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact") TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg") Stop
Dead.ExplosiveImpact: TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg") TNT1 A 0 A_SpawnItem ("Ploft") TNT1 A 0 A_SpawnItem ("MuchBlood") Stop
Death.LandMine: TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40)) TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 32, 0, random (0, 360), 2, random (0, 160)) //TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90)) TNT1 A 0 ThrustThingZ(0,50,0,1) ID16 A 1 A_Scream ID16 A 9 ID16 BCD 9 A_CheckFloor ("Dead.Landmine") ID16 DDDD 9 A_CheckFloor ("Dead.Landmine") TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1) Stop
Dead.Landmine: TNT1 A 0 A_SpawnItem ("GrowingBloodPool") TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1) TNT1 A 0 A_SpawnItem ("Ploft") TNT1 A 0 A_SpawnItem ("MuchBlood") Stop
Raise: SPOS L 5 SPOS KJIH 5 Goto SeeContinue
StealthKill: TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("FistsSelected", 1, 1) Goto Death TNT1 A 0 A_GiveToTarget("GoFatality", 1) TNT1 A 0 A_GiveToTarget("SKShotgunGuy", 1) TNT1 A 0 A_Fall //TNT1 A 0 A_NoBlocking TNT1 A 0 A_Die("Stealthy") TNT1 A 1
TNT1 A 1 Stop Death.Stealthy: TNT1 A 0 Stop
Death.Ice: Death.Freeze: Death.Frost: TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0) TNT1 A 0 A_ChangeFlag("SOLID", 0) TNT1 A 0 A_SpawnItem("FrozenShotgunguy") Stop
Death.Massacre: Goto Death } }
A lot of the enemies in Brutal Doom have a concept of memory - as they chase you, they gradually decrement the number of EnemyMemory in their inventory, and if you've been out of sight for a while, they revert to just wandering instead of chasing you. And there are some very fine details like having the Sergeant keep an ammo count - once he's fired all his shells, he has to stop and reload the next time Missile is called. It's a clever idea, but it's a bit wasted because in normal gameplay for a monster that is dispatched so easily, you really aren't going to notice this happening. It would be good for a boss, though.
Damage types Before going very far down the class, you can see a large number of PainChance and DamageFactor definitions - and like most other things in Brutal Doom, damage types are all over the place. It's even more difficult to keep track of them than most other elements because damage types don't require definition anywhere - they're just strings, which are easy to typo undetectably and don't have a central place to look them up.
Brutal Doom actually uses some damage types in clever ways - for example, flying body parts from monsters cause the Blood damage type, which everything declares itself immune to - however, the Pain.Blood state still gets called if something is hit by one, producing effects like blood-stained barrels or drips on the player's screen. Another unorthodox damage type is Avoid, which causes no damage but which is intended to cause a monster to attempt to dodge aside if hit by it - it's used in places like the rocket launcher, which fires an invisible hitscan to alert enemies as the real projectile launches.
Deciding what to keep and what to avoid from all of the above was a challenge, but in the end I removed most of the special cases and pared the whole thing down to just eight damage types:
Kick - Caused by short-range physical attacks, typically in slot 1 or the universal kick. SuperKick - Caused by short-range physical attacks when in Berserk. Bullet - Slow-firing bullet weapons like the pistol or Brutal Doom rifle. Shotgun - Shell weapons like the shotgun. RapidFire - Weapons with a high rate of fire such as the chaingun. Explosive - Rockets, grenades and so on. Plasma - Laser and plasma/cell weapons Flak - Larger and more powerful ballistic weapons, like the Super Shotgun or (because I wanted to include it as my pet weapon) the new Flak Cannon.
There are still a couple of other ones that get used very occasionally, such as GreenFire for the Hell Knight's attacks, but for the vast majority of the time I stuck with the above.
Death states
In Brutal Doom, each damage type's death state for each monster is unique. They contain a lot of hard-to-follow jumps for randomization or special cases, and spawn a ton of additional blood and/or gib items. Here's just one of them taken from the Sergeant class above.
Death: Death.Bullet: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieNormal", "DieNormal2") Death.Kick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieRollBack") Death.SuperKick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieSplit", "DieGibs") Death.Shotgun: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieBlastedBack", "DieRollBack", "DieArmOff", "DieRoll") Death.RapidFire: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieArmOff", "DieInHalf", "DieHeadOff", "DieHoleThroughChest", "DieRoll") Death.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIf(health > -10, "DieNormal") TNT1 A 0 A_Jump(256, "DieGibs", "XDeath") Death.Plasma: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DiePlasma") Death.Flak: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieJustLegs", "DieInHalf", "DieGibs")
The death states only do a small amount of work to indicate the monster is dead, and then define a selection of one or more Die___ states to randomly jump to afterwards. Monsters can have as few or as many Die states as you like - for some of them, I used the huge number of sprites available to define many variations, but for others, just a few variations were enough.
The Die states are where the animation and blood-spawning now take place. Each one is named roughly after the style of death it shows - DieInHalf or DieHeadOff, for example, and for the ones that involve madly firing as they fall over I chose to use the term "DieRambo". There's often a bit of repetition in here, but it's much clearer now what they're doing - spawn the gibs, animate the sprite, and end it either with a frame of length -1 or a Stop to remove the actor entirely. Here are four of them - the Sergeant is among the actors with the most possible deaths at 14.
DieHeadOff: TNT1 A 0 A_CustomMissile ("BdGibZombieHead", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) SPDH ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPDH E -1 DieHoleThroughChest: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45)) TNT1 A 0 A_CustomMissile ("BdGibZombieRibcage", 42, 0, random (0, 360), 2, random (10, 160)) ZXZ7 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) ZXZ7 E -1 DieRoll: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 0 ThrustThingZ(0,5,0,1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(random(2, 4)) SPO4 ABCDJ 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SPO4 J -1 DiePlasma: PBR1 A 2 TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 { A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180)); } TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMelting", 35, 0, random (0, 360), 2, random (0, 160)) PBR1 BBBBBB 2 A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 48) PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem ("BdBloodPool") PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 { A_CustomMissile ("BdPlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160)); A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 8); } PBR1 H -1 Stop
The Plasma death states tend to be the longest as they spawn some extra objects compared to normal deaths (they use a carbonized version of the monster sprite and show flecks of plasma evaporating off them) - but there's now no unexpected jumping around, the animations are all straightforward to read. You'll also notice that the blood and gib classes are entirely different, an overhaul that I'll describe in the next post.
As for pain states, they remain mostly the same as in Doom, with the exception of Kick which typically has a much higher PainChance than it would normally and thrusts the target monster back a bit - this keeps the kick's unique advantage in being able to slow monsters down and get out if they're crowding you in.
Chainsaw still does not spawn in doom 2 map 1? And when you shoot a rocket at the water, there is no water splash effect. Are small plasma gun in shot 2 and something looks like flak cannon weapon in slot 7 for testing or they are new weapons?
I'm gonna assume you have long since been aware of the lingering "doomguy is a coding aberrant abomination" issues BD has. I remember when Champions first launched earlier this year, and it had ridiculous effects on Brutal Doom at the time like turning the player into a champion, or monsters and the player constantly changing powers because Brutal's code is so botched that it was practically respawning / replacing entities on the spot impractically. It even turned Mark's "starter pack" campaign toilets into champions. The poor author had to essentially build exceptions into Champions to ignore BD stuff rather than BD getting optimized at all for this.
And reading the sheer amount of effort that has to go into stabilizing and standardizing all of this is an experience all of its own.
I'm really looking forward to seeing a cleaner version of Brutal Doom's code. The mere fact that the code is quite a mess and someone trying to fix this one is a daunting task.
Good luck on this, we're all counting on you.
0mrcynic0
Deliciously shiny
Joined: 05 Sep 2017
Location: The corner of "screw off" and "none of your business."
Hell Baron appears to have missing sprites. Probably a typo? Something I'd love to see implemented--the crouch+kick slide attack. In the current build of BDv21 it has an issue where monsters will telefrag you if they land on top of you, but you don't need to replicate monsters flying into the air when you slide-kick them--just a sudden burst of forward speed when kick and crouch are pressed at the same time would be nice. Probably a good place to start zscripting things!
I'm fairly blazing through this now, though not enough to get together a new snapshot for the third consecutive day - I think I've nearly got all the big stuff out the way now and am moving on to the fiddly parts.
I've started a Trello board to keep track of everything, available here and added to the main post. Oddly the really big monsters are much easier to port because they haven't been altered as much