|
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.
|
Mace of contrition
|
Actor type
|
Weapon
|
Game
|
(Hexen)
|
DoomEd Number
|
None
|
Class Name
|
CWeapMace
|
Classes: Weapon→ClericWeapon→CWeapMace
The Cleric's mace weapon, from Hexen.
ACTOR CWeapMace : ClericWeapon
{
Weapon.SelectionOrder 3500
Weapon.KickBack 150
Weapon.YAdjust -8
+BLOODSPLATTER
Obituary "$OB_MPCWEAPMACE"
Tag "$TAG_CWEAPMACE"
action native A_CMaceAttack();
States
{
Select:
CMCE A 1 A_Raise
Loop
Deselect:
CMCE A 1 A_Lower
Loop
Ready:
CMCE A 1 A_WeaponReady
Loop
Fire:
CMCE B 2 Offset(60, 20)
CMCE B 1 Offset(30, 33)
CMCE B 2 Offset(8, 45)
CMCE C 1 Offset(8, 45)
CMCE D 1 Offset(8, 45)
CMCE E 1 Offset(8, 45)
CMCE E 1 Offset(-11, 58) A_CMaceAttack
CMCE F 1 Offset(8, 45)
CMCE F 2 Offset(-8, 74)
CMCE F 1 Offset(-20, 96)
CMCE F 8 Offset(-33, 160)
CMCE A 2 Offset(8, 75) A_ReFire
CMCE A 1 Offset(8, 65)
CMCE A 2 Offset(8, 60)
CMCE A 1 Offset(8, 55)
CMCE A 2 Offset(8, 50)
CMCE A 1 Offset(8, 45)
Goto Ready
}
}