mirror of
https://github.com/ZDoom/qzdoom.git
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64 lines
1.2 KiB
Text
64 lines
1.2 KiB
Text
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// Fist (first weapon) ------------------------------------------------------
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ACTOR FWeapFist : FighterWeapon
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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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action native 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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ACTOR PunchPuff
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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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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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