Classes:BulletPuff
From ZDoom Wiki
| Bullet puff | |||
|---|---|---|---|
| Actor type | Explosive | Game | |
| DoomEd Number | None | Class Name | BulletPuff |
| Spawn ID | 131 | Identifier | T_PUFF |
Classes: BulletPuff
Bullet puff used for hitscan attacks in Doom. It can also be used as a base class for creating new bullet puffs.
Using in DECORATE
The behavior of a bullet puff depends on the result of the hitscan attack that uses it:
- missed
- activesound is played. Additionally, if ALWAYSPUFF flag is set, Crash state sequence is entered.
- hit wall
- attacksound is played and Crash state sequence is entered.
- hit actor
- seesound is played and if the actor is not shootable Spawn state sequence is entered (for melee attack Melee state sequence is entered instead).
- If the actor is shootable (none of the flags NOBLOOD, INVULNERABLE, DORMANT are set), blood is spawned instead of the puff.
- If A_BulletAttack, A_CustomBulletAttack, A_FireBullets or A_CustomPunch is used, the puff's damagetype property defines the hitscan attack's damage type.
note: If no Crash or Melee state sequence is defined, Spawn state sequence is entered by default.
note: If ALLOWPARTICLES flag is set the puff can be replaced by particles (depends on user settings).
BulletPuff (and inherited actors) also move up 1 mappixel per tic.
DECORATE definition
actor BulletPuff
{
Game Doom
SpawnID 131
+NOBLOCKMAP
+NOGRAVITY
+ALLOWPARTICLES
+RANDOMIZE
RenderStyle Translucent
Alpha 0.5
VSpeed 1
Mass 5
States
{
Spawn:
PUFF A 4 bright
PUFF B 4
// Intentional fall-through
Melee:
PUFF CD 4
stop
}
}

