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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Spiked gauntlets
Actor type Weapon Game MiniHexenLogoIcon.png
DoomEd Number None Class Name FWeapFist

Classes: InventoryWeaponFighterWeaponFWeapFist
The spiked gauntlets that the fighter uses. When hitting a monster or certain objects, it does two normal punches and then a right hook which can finish off some weak monsters.

DECORATE definition

ACTOR FWeapFist : FighterWeapon
  Weapon.SelectionOrder 3400
  Weapon.KickBack 150
  Obituary "$OB_MPFWEAPFIST"

  action native A_FPunchAttack();

    FPCH A 1 A_Raise
    FPCH A 1 A_Lower
    FPCH A 1 A_WeaponReady
    FPCH B 5 Offset(5, 40)
    FPCH C 4 Offset(5, 40)
    FPCH D 4 Offset(5, 40) A_FPunchAttack
    FPCH C 4 Offset(5, 40)
    FPCH B 5 Offset(5, 40) A_ReFire
    Goto Ready
    FPCH DE 4 Offset(5, 40)
    FPCH E 1 Offset(15, 50)
    FPCH E 1 Offset(25, 60)
    FPCH E 1 Offset(35, 70)
    FPCH E 1 Offset(45, 80)
    FPCH E 1 Offset(55, 90)
    FPCH E 1 Offset(65, 90)
    FPCH E 10 Offset(0, 150)
    Goto Ready