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70 lines
1.2 KiB
Text
70 lines
1.2 KiB
Text
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// Fist (first weapon) ------------------------------------------------------
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class FWeapFist : FighterWeapon
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{
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Default
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 3400;
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+WEAPON.MELEEWEAPON
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Weapon.KickBack 150;
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Obituary "$OB_MPFWEAPFIST";
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Tag "$TAG_FWEAPFIST";
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}
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action native void A_FPunchAttack();
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States
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{
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Select:
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FPCH A 1 A_Raise;
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Loop;
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Deselect:
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FPCH A 1 A_Lower;
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Loop;
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Ready:
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FPCH A 1 A_WeaponReady;
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Loop;
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Fire:
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FPCH B 5 Offset (5, 40);
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FPCH C 4 Offset (5, 40);
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FPCH D 4 Offset (5, 40) A_FPunchAttack;
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FPCH C 4 Offset (5, 40);
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FPCH B 5 Offset (5, 40) A_ReFire;
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Goto Ready;
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Fire2:
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FPCH DE 4 Offset (5, 40);
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FPCH E 1 Offset (15, 50);
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FPCH E 1 Offset (25, 60);
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FPCH E 1 Offset (35, 70);
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FPCH E 1 Offset (45, 80);
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FPCH E 1 Offset (55, 90);
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FPCH E 1 Offset (65, 90);
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FPCH E 10 Offset (0, 150);
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Goto Ready;
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}
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}
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// Punch puff ---------------------------------------------------------------
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class PunchPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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+PUFFONACTORS
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RenderStyle "Translucent";
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Alpha 0.6;
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SeeSound "FighterPunchHitThing";
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AttackSound "FighterPunchHitWall";
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ActiveSound "FighterPunchMiss";
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VSpeed 1;
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}
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States
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{
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Spawn:
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FHFX STUVW 4;
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Stop;
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}
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}
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