qzdoom/wadsrc/static/zscript/hexen/fighterfist.txt
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

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1.2 KiB
Text

// 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;
}
}