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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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Mace of contrition
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Actor type
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Weapon
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Game
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(Hexen)
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DoomEd Number
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None
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Class Name
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CWeapMace
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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
}
}