File
- Defined in \weapons\MELEE.txt
Flags
- +FORCEXYBILLBOARD
- +WEAPON.CHEATNOTWEAPON
- +WEAPON.MELEEWEAPON
- +WEAPON.NOALERT
- +WEAPON.NOAUTOAIM
- +WEAPON.NOAUTOFIRE
- +WEAPON.WIMPY_WEAPON
Properties
//$category | Weapons |
game | Doom |
obituary | "%o was Ripped and Teared by %k" |
weapon.ammogive1 | 0 |
weapon.ammogive2 | 0 |
weapon.ammouse1 | 0 |
weapon.ammouse2 | 0 |
weapon.kickback | 100 |
weapon.selectionorder | 10000 |
weapon.slotnumber | 1 |
weapon.slotpriority | 0 |
States
Ready:
PUNS BCD 1 A_WeaponReady(WRF_ALLOWZOOM)
PUNS E 2 {
A_PlaySound("weapons/melee/draw");
A_WeaponReady(WRF_ALLOWZOOM);
}
PUNS FGFE 2 A_WeaponReady(WRF_ALLOWZOOM)
PUNS DCB 1 A_WeaponReady(WRF_ALLOWZOOM)
ReadyLoop:
PUNG A 1 A_WeaponReady(WRF_ALLOWZOOM)
Goto ReadyLoop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait
Fire:
TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkFire")
TNT1 A 0 A_JumpIfInventory("PSeq2",1,"FireThree")
TNT1 A 0 A_JumpIfInventory("PSeq1",1,"FireTwo")
PUNG BC 2
TNT1 A 0 A_PlaySound("skeleton/swing")
TNT1 A 0 A_Giveinventory("Punching",1)
TNT1 A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, -3)
TNT1 A 0 A_GiveInventory("PSeq1", 1)
PUNG EFGHA 2 A_WeaponReady(1)
TNT1 A 0 A_TakeInventory("PSeq1", 2)
Goto ReadyLoop
FireTwo:
PUP2 B 1
PUP2 C 1
TNT1 A 0 A_Recoil(-3)
PUN2 AC 1
TNT1 A 0 A_PlaySound("skeleton/swing")
TNT1 A 0 A_Giveinventory("Punching",1)
TNT1 A 0 A_FireCustomMissile("MeleeStrike2", 0, 0, 0, -3)
PUN2 D 4
PUN2 EF 2
TNT1 A 0 A_GiveInventory("PSeq2", 1)
PUN2 GH 2 A_WeaponReady(1)
PUNG A 8 A_WeaponReady(1)
TNT1 A 0 A_TakeInventory("PSeq1", 2)
TNT1 A 0 A_TakeInventory("PSeq2", 1)
Goto ReadyLoop
FireThree:
TNT1 A 0 A_TakeInventory("PSeq1", 2)
TNT1 A 0 A_TakeInventory("PSeq2", 1)
TNT1 A 0 A_Recoil(-2)
PUN3 ABC 1
TNT1 A 0 A_PlaySound("weapons/melee/swing")
TNT1 A 0 A_Giveinventory("Punching",1)
PUN3 DE 1
TNT1 AA 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 25, 5)
TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, -25, 5)
PUN3 FGHI 1
Goto ReadyLoop
BerserkFire:
TNT1 A 0 A_JumpIfInventory("PSeq1",1,"BerserkFire2")
PUNF ABCD 1
TNT1 A 0 A_PlaySound("weapons/melee/swing")
TNT1 A 0 A_Giveinventory("Punching",1)
TNT1 A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, -3)
TNT1 A 0 A_GiveInventory("PSeq1", 1)
PUNG FGH 1 A_WeaponReady(1)
PUNG A 2 A_WeaponReady(1)
TNT1 A 0 A_TakeInventory("PSeq1", 2)
PUNG A 2 A_WeaponReady(1)
Goto ReadyLoop
BerserkFire2:
TNT1 A 0 A_JumpIfInventory("PSeq2",1,"BerserkHook")
PUNF EFG 1
TNT1 A 0 A_PlaySound("weapons/melee/swing")
TNT1 A 0 A_Giveinventory("Punching",1)
TNT1 A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, -3)
TNT1 A 0 A_GiveInventory("PSeq2", 1)
PUNF HI 1
PUN2 EFGH 1 A_WeaponReady(1)
PUNG A 2 A_WeaponReady(1)
TNT1 A 0 A_TakeInventory("PSeq1", 2)
TNT1 A 0 A_TakeInventory("PSeq2", 1)
PUNG A 2 A_WeaponReady(1)
Goto ReadyLoop
BerserkHook:
TNT1 A 0 A_TakeInventory("PSeq1", 2)
TNT1 A 0 A_TakeInventory("PSeq2", 1)
TNT1 A 0 A_Recoil(-6)
PUN3 ABCDE 1
TNT1 A 0 A_PlaySound("weapons/melee/swing")
TNT1 A 0 A_Giveinventory("Punching",1)
PUN3 F 1
TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 25, 5)
TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, -25, 5)
PUN3 GHI 1
Goto ReadyLoop