Classes:FWeapFist

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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 here for reference only. DECORATE is still supported but no longer used by GZDoom. 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
  }
}