<
 
BdMeleeAttacks
replaces Fist
 

File

Flags

Properties

//$categoryWeapons
gameDoom
obituary"%o was Ripped and Teared by %k"
weapon.ammogive10
weapon.ammogive20
weapon.ammouse10
weapon.ammouse20
weapon.kickback100
weapon.selectionorder10000
weapon.slotnumber1
weapon.slotpriority0

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

Class Hierarchy

Classes defined in \weapons\MELEE.txt