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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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| Spiked gauntlets
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| Actor type
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Weapon
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Game
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(Hexen)
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| DoomEd Number
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None
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Class Name
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FWeapFist
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Classes: Inventory→Weapon→FighterWeapon→FWeapFist
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.
ACTOR FWeapFist : FighterWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 3400
+WEAPON.MELEEWEAPON
Weapon.KickBack 150
Obituary "$OB_MPFWEAPFIST"
Tag "$TAG_FWEAPFIST"
action native A_FPunchAttack();
States
{
Select:
FPCH A 1 A_Raise
Loop
Deselect:
FPCH A 1 A_Lower
Loop
Ready:
FPCH A 1 A_WeaponReady
Loop
Fire:
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
Fire2:
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
}
}