// Fist (first weapon) ------------------------------------------------------ class FWeapFist : FighterWeapon { Default { +BLOODSPLATTER Weapon.SelectionOrder 3400; +WEAPON.MELEEWEAPON Weapon.KickBack 150; Obituary "$OB_MPFWEAPFIST"; Tag "$TAG_FWEAPFIST"; } native void 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; } } // Punch puff --------------------------------------------------------------- class PunchPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle "Translucent"; Alpha 0.6; SeeSound "FighterPunchHitThing"; AttackSound "FighterPunchHitWall"; ActiveSound "FighterPunchMiss"; VSpeed 1; } States { Spawn: FHFX STUVW 4; Stop; } }