Classes:FWeapFist

From ZDoom Wiki
Jump to navigation Jump to search
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Spiked gauntlets
Actor type Weapon Game MiniHexenLogoIcon.png (Hexen)
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.

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 on GZDoom GitHub.
class FWeapFist : FighterWeapon
{
	Default
	{
		+BLOODSPLATTER
		Weapon.SelectionOrder 3400;
		+WEAPON.MELEEWEAPON
		Weapon.KickBack 150;
		Obituary "$OB_MPFWEAPFIST";
		Tag "$TAG_FWEAPFIST";
	}

	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, 100);
		FPCH E 10 Offset (0, 150);
		Goto Ready;
	}
	
	//============================================================================
	//
	// TryPunch
	//
	// Returns true if an actor was punched, false if not.
	//
	//============================================================================

	private action bool TryPunch(double angle, int damage, int power)
	{
		Class<Actor> pufftype;
		FTranslatedLineTarget t;

		double slope = AimLineAttack (angle, 2*DEFMELEERANGE, t, 0., ALF_CHECK3D);
		if (t.linetarget != null)
		{
			if (++weaponspecial >= 3)
			{
				damage <<= 1;
				power *= 3;
				pufftype = "HammerPuff";
			}
			else
			{
				pufftype = "PunchPuff";
			}
			LineAttack (angle, 2*DEFMELEERANGE, slope, damage, 'Melee', pufftype, true, t);
			if (t.linetarget != null)
			{
				// The mass threshold has been changed to CommanderKeen's value which has been used most often for 'unmovable' stuff.
				if (t.linetarget.player != null || 
					(t.linetarget.Mass < 10000000 && (t.linetarget.bIsMonster)))
				{
					if (!t.linetarget.bDontThrust)
						t.linetarget.Thrust(power, t.attackAngleFromSource);
				}
				AdjustPlayerAngle(t);
				return true;
			}
		}
		return false;
	}

	//============================================================================
	//
	// A_FPunchAttack
	//
	//============================================================================

	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);
	}
	
}

DECORATE definition

Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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
  }
}