// The Fighter's Hammer ----------------------------------------------------- class FWeapHammer : FighterWeapon { const HAMMER_RANGE = 1.5 * MELEERANGE; Default { +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 "$TXT_WEAPON_F3"; Obituary "$OB_MPFWEAPHAMMERM"; Tag "$TAG_FWEAPHAMMER"; } 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; } //============================================================================ // // A_FHammerAttack // //============================================================================ action void A_FHammerAttack() { FTranslatedLineTarget t; if (player == null) { return; } int damage = 60+(random[HammerAtk]() & 63); for (int i = 0; i < 16; i++) { for (int j = 1; j >= -1; j -= 2) { double ang = angle + j*i*(45. / 32); double slope = AimLineAttack(ang, HAMMER_RANGE, t, 0., ALF_CHECK3D); if (t.linetarget != null) { LineAttack(ang, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true, t); if (t.linetarget != null) { AdjustPlayerAngle(t); if (t.linetarget.bIsMonster || t.linetarget.player) { t.linetarget.Thrust(10, t.attackAngleFromSource); } weaponspecial = false; // Don't throw a hammer return; } } } } // didn't find any targets in meleerange, so set to throw out a hammer double slope = AimLineAttack (angle, HAMMER_RANGE, null, 0., ALF_CHECK3D); weaponspecial = (LineAttack (angle, HAMMER_RANGE, slope, damage, 'Melee', "HammerPuff", true) == null); // Don't spawn a hammer if the player doesn't have enough mana if (player.ReadyWeapon == null || !player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ? Weapon.AltFire : Weapon.PrimaryFire, false, true)) { weaponspecial = false; } } //============================================================================ // // A_FHammerThrow // //============================================================================ action void A_FHammerThrow() { if (player == null) { return; } if (!weaponspecial) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire, false)) return; } Actor mo = SpawnPlayerMissile ("HammerMissile"); if (mo) { mo.special1 = 0; } } } // Hammer Missile ----------------------------------------------------------- class HammerMissile : Actor { Default { Speed 25; Radius 14; Height 20; Damage 10; DamageType "Fire"; Projectile; DeathSound "FighterHammerExplode"; Obituary "$OB_MPFWEAPHAMMERR"; } States { Spawn: FHFX A 2 Bright; FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous"); FHFX CDEFGH 2 Bright; Loop; Death: FHFX I 3 Bright A_SetRenderStyle(1, STYLE_Add); 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) ------------------------------------------ class HammerPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle "Translucent"; Alpha 0.6; VSpeed 0.8; SeeSound "FighterHammerHitThing"; AttackSound "FighterHammerHitWall"; ActiveSound "FighterHammerMiss"; } States { Spawn: FHFX STUVW 4; Stop; } }