A_FPunchAttack

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A_FPunchAttack
(no parameter)

Search for a possible target in a 90° cone in front of the calling player, starting right ahead and scanning rightwards up to 45°, then going back center and scanning leftwards up to -45°. The range for this attack is of 128 units, twice the default range for most melee attacks. If a target is found, the special1 counter is increased by one. The exact effects of the attack depend on the value of that counter.

  • A value of less than three: the victim is dealt between 40 and 55 points of damage, is pushed back with a strength of two, and a PunchPuff is used by the attack.
  • A value of three: the victim is dealt between 80 and 110 points of damage, is pushed back with a strength of six, and a HammerPuff is used by the attack. The counter is reset to 0, the weapon goes to its "Fire2" state, and the player plays the sound "*fistgrunt on the VOICE channel.

If the attack does not strike a creature or other attackable object, the counter is also reset to 0. A PunchPuff is spawned if it strikes a wall within 64 units (half the attack range of this function).

This codepointer is restricted to FWeapFist and derived classes.

ZScript definition

Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found here.
action void A_FPunchAttack()
{
	if (player == null)
	{
		return;
	}

	int damage = random[FighterAtk](40, 55);
	for (int i = 0; i < 16; i++)
	{
		if (TryPunch(angle + i*(45./16), damage, 2) ||
			TryPunch(angle - i*(45./16), damage, 2))
		{ // hit something
			if (weaponspecial >= 3)
			{
				weaponspecial = 0;
				player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState("Fire2"));
				A_StartSound ("*fistgrunt", CHAN_VOICE);
			}
			return;
		}
	}
	// didn't find any creatures, so try to strike any walls
	weaponspecial = 0;

	double slope = AimLineAttack (angle, DEFMELEERANGE, null, 0., ALF_CHECK3D);
	LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
}