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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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Fist
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Actor type
|
Weapon
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Game
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(Doom)
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DoomEd Number
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None
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Class Name
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Fist
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Classes: Inventory→Weapon→Fist
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.
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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.
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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;
}
}
}
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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 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
}
}