// The Fighter's Hammer ----------------------------------------------------- ACTOR FWeapHammer : FighterWeapon 123 { Game Hexen SpawnID 28 +BLOODSPLATTER Weapon.SelectionOrder 900 +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON Weapon.AmmoUse1 3 Weapon.AmmoGive1 25 Weapon.KickBack 150 Weapon.YAdjust -10 Weapon.AmmoType1 "Mana2" Inventory.PickupMessage "$TXT_WEAPON_F3" action native A_FHammerAttack(); action native A_FHammerThrow(); States { Spawn: WFHM A -1 Stop Select: FHMR A 1 A_Raise Loop Deselect: FHMR A 1 A_Lower Loop Ready: FHMR A 1 A_WeaponReady Loop Fire: FHMR B 6 Offset (5, 0) FHMR C 3 Offset (5, 0) A_FHammerAttack FHMR D 3 Offset (5, 0) FHMR E 2 Offset (5, 0) FHMR E 10 Offset (5, 150) A_FHammerThrow FHMR A 1 Offset (0, 60) FHMR A 1 Offset (0, 55) FHMR A 1 Offset (0, 50) FHMR A 1 Offset (0, 45) FHMR A 1 Offset (0, 40) FHMR A 1 Offset (0, 35) FHMR A 1 Goto Ready } } // Hammer Missile ----------------------------------------------------------- ACTOR HammerMissile { Speed 25 Radius 14 Height 20 Damage 10 DamageType "Fire" Projectile DeathSound "FighterHammerExplode" action native A_BeAdditive(); States { Spawn: FHFX A 2 Bright FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous") FHFX CDEFGH 2 Bright Loop Death: FHFX I 3 Bright A_BeAdditive FHFX J 3 Bright FHFX K 3 Bright A_Explode (128, 128, 0) FHFX LM 3 Bright FHFX N 3 FHFX OPQR 3 Bright Stop } } // Hammer Puff (also used by fist) ------------------------------------------ ACTOR HammerPuff { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle "Translucent" Alpha 0.6 VSpeed 0.8 SeeSound "FighterHammerHitThing" AttackSound "FighterHammerHitWall" ActiveSound "FighterHammerMiss" States { Spawn: FHFX STUVW 4 Stop } }