| 
 | 
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
  }
}