Classes:Fist

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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.
Fist
Actor type Weapon Game MiniDoomLogoIcon.png (Doom)
DoomEd Number None Class Name Fist


Classes: InventoryWeaponFist


Your (hairy), brass-knuckled fist. Used as a melee weapon. Automatically selected as a last resort if you run out of ammo and do not have the chainsaw. Picking up the berserk pack also switches to this weapon.

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 Fist : Weapon
{
	Default
	{
		Weapon.SelectionOrder 3700;
		Weapon.Kickback 100;
		Obituary "$OB_MPFIST";
		Tag "$TAG_FIST";
		+WEAPON.WIMPY_WEAPON
		+WEAPON.MELEEWEAPON
		+WEAPON.NOAUTOSWITCHTO
	}
	States
	{
	Ready:
		PUNG A 1 A_WeaponReady;
		Loop;
	Deselect:
		PUNG A 1 A_Lower;
		Loop;
	Select:
		PUNG A 1 A_Raise;
		Loop;
	Fire:
		PUNG B 4;
		PUNG C 4 A_Punch;
		PUNG D 5;
		PUNG C 4;
		PUNG B 5 A_ReFire;
		Goto Ready;
	}
}


//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================

extend class Actor
{	
	action void A_Punch()
	{
		FTranslatedLineTarget t;

		if (player != null)
		{
			Weapon weap = player.ReadyWeapon;
			if (weap != null && !weap.bDehAmmo && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
			{
				if (!weap.DepleteAmmo (weap.bAltFire))
					return;
			}
		}

		int damage = random[Punch](1, 10) << 1;

		if (FindInventory("PowerStrength"))
			damage *= 10;

		double ang = angle + Random2[Punch]() * (5.625 / 256);
		double range = MeleeRange + MELEEDELTA;
		double pitch = AimLineAttack (ang, range, null, 0., ALF_CHECK3D);

		LineAttack (ang, range, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);

		// turn to face target
		if (t.linetarget)
		{
			A_StartSound ("*fist", CHAN_WEAPON);
			angle = t.angleFromSource;
		}
	}

}

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 Fist : Weapon
{
  Weapon.SelectionOrder 3700
  Weapon.Kickback 100
  Obituary "$OB_MPFIST"
  Tag "$TAG_FIST"
  +WEAPON.WIMPY_WEAPON
  +WEAPON.MELEEWEAPON
  States
  {
  Ready:
    PUNG A 1 A_WeaponReady
    Loop
  Deselect:
    PUNG A 1 A_Lower
    Loop
  Select:
    PUNG A 1 A_Raise
    Loop
  Fire:
    PUNG B 4
    PUNG C 4 A_Punch
    PUNG D 5
    PUNG C 4
    PUNG B 5 A_ReFire
    Goto Ready
  }
}