File
- Defined in \WEAPONS\BD_FIST.txt
Flags
Properties
inventory.icon | "" |
weapon.selectionorder | 370 |
weapon.slotnumber | 1 |
States
Select:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons") == 1, "Select.Enhanced")
TNT1 AAAAAAAA 0 A_Raise
TNT0 A 0 A_WeaponReady(WRF_NOFIRE)
FIS0 A 1 offset(35,60)
TNT0 A 0 A_WeaponReady(WRF_NOFIRE)
FIS0 A 1 offset(30,55)
TNT0 A 0 A_WeaponReady(WRF_NOFIRE)
FIS0 A 1 offset(25,50)
TNT0 A 0 A_WeaponReady(WRF_NOFIRE)
FIS0 A 1 offset(20,45)
TNT0 A 0 A_WeaponReady(WRF_NOFIRE)
FIS0 A 1 offset(15,40)
TNT0 A 0 A_WeaponReady(WRF_NOFIRE)
FIS0 A 1 offset(10,35)
goto ready
Deselect:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons") == 1, "Deselect.Enhanced")
FIS0 A 1 A_Lower
wait
Ready:
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons") == 1, "Ready.Enhanced")
FIS0 A 1 A_WeaponReady(WRF_NOSECONDARY)
loop
Fire: //pre-fire 4 tics, fire 13 tics, refire 5 tics
TNT1 A 0 A_JumpIf(GetCVAR("bdoom_weapons") == 1, "Fire.Enhanced")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"FireStrong")
FIS0 A 1
FI10 BCD 1
FIS0 E 3 A_CustomPunch(2*random(1,10), TRUE,0, "FistPuff_Vanilla")
FIS0 FGHIJ 2
TNT1 A 0 A_Refire
TNT0 A 1 offset(0,60)
FIS0 A 1 offset(0,60)
FIS0 A 1 offset(0,50)
FIS0 A 1 offset(0,40)
FIS0 A 1 offset(0,35)
goto ready
Hold:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"HoldStrong")
TNT1 A 1
FIS0 BCD 1
FIS0 E 3 A_CustomPunch(2*random(1,10), TRUE,0, "FistPuff_Vanilla")
FIS0 FGHIJ 2
TNT1 A 0 A_Refire
TNT0 A 1 offset(0,60)
FIS0 A 1 offset(0,60)
FIS0 A 1 offset(0,50)
FIS0 A 1 offset(0,40)
FIS0 A 1 offset(0,35)
goto ready
FireStrong:
FIS0 A 1
FI10 BCD 1
FIS0 E 3 A_CustomPunch(20*random(1,10), TRUE,0, "FistPuffStrong")
FIS0 E 1 offset(0,32)
FIS0 E 1 offset(-1,33)
FIS0 E 1 offset(1,34)
FIS0 E 1 offset(2,32)
FIS0 FGHIJJ 1
TNT1 A 0 A_Refire("HoldStrong")
TNT0 A 1 offset(0,60)
FIS0 A 1 offset(0,60)
FIS0 A 1 offset(0,50)
FIS0 A 1 offset(0,40)
FIS0 A 1 offset(0,35)
goto ready
HoldStrong:
TNT1 A 1
FIS0 BCD 1
FIS0 E 3 A_CustomPunch(20*random(1,10), TRUE,0, "FistPuffStrong")
FIS0 E 1 offset(0,32)
FIS0 E 1 offset(-1,33)
FIS0 E 1 offset(1,34)
FIS0 E 1 offset(2,32)
FIS0 FGHIJJ 1
TNT1 A 0 A_Refire("HoldStrong")
TNT0 A 1 offset(0,60)
FIS0 A 1 offset(0,60)
FIS0 A 1 offset(0,50)
FIS0 A 1 offset(0,40)
FIS0 A 1 offset(0,35)
goto ready
Select.Enhanced:
TNT1 AAAAAAAA 0 A_Raise
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(-40,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(-30,50)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(-20,45)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(-10,35)
goto ready
FIST A 1 A_Raise
TNT1 A 0 A_Raise
loop
Deselect.Enhanced:
FIST A 1 A_Lower
TNT1 A 0 A_Lower
loop
Ready.Enhanced:
FIST A 1 A_WeaponReady
goto ready
Fire.Enhanced:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"FireStrong.Enhanced")
FIST A 1
TNT1 A 0 A_playsound("weapons/fist/swing")
FIS1 BCD 1
FIST E 1 A_CustomPunch(2*random(1,10), TRUE,0, "FistPuff")
FIST FGHIJ 2
TNT1 A 0 A_Refire("Hold.Enhanced")
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
TNT0 A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,50)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,40)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,35)
goto ready
Hold.Enhanced:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"HoldStrong.Enhanced")
TNT1 A 1
TNT1 A 0 A_playsound("weapons/fist/swing")
FIST BCD 1
FIST E 1 A_CustomPunch(2*random(1,10), TRUE,0, "FistPuff")
FIST FGHIJ 2
TNT1 A 0 A_Refire("Hold.Enhanced")
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
TNT0 A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,50)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,40)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,35)
goto ready
FireStrong.Enhanced:
FIST A 1
TNT1 A 0 A_playsound("weapons/fist/swing")
FIS1 BCD 1
FIST E 1 A_CustomPunch(20*random(1,10), TRUE,0, "FistPuffStrong")
FIST E 1 offset(0,32)
FIST E 1 offset(-1,33)
FIST E 1 offset(1,34)
FIST E 1 offset(2,32)
FIST FGHIJJ 1
TNT1 A 0 A_Refire("HoldStrong.Enhanced")
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
TNT0 A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,50)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,40)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,35)
goto ready
HoldStrong.Enhanced:
TNT1 A 1
TNT1 A 0 A_playsound("weapons/fist/swing")
FIST BCD 1
FIST E 1 A_CustomPunch(20*random(1,10), TRUE,0, "FistPuffStrong")
FIST E 1 offset(0,32)
FIST E 1 offset(-1,33)
FIST E 1 offset(1,34)
FIST E 1 offset(2,32)
FIST FGHIJJ 1
TNT1 A 0 A_Refire("HoldStrong.Enhanced")
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
TNT0 A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,60)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,50)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,40)
TNT0 A 0 A_WeaponReady(WRF_NOPRIMARY)
FIST A 1 offset(0,35)
goto ready
AltFire:
KICF AB 1
AltHold:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"AltHoldStrong")
KICK AB 1
TNT1 A 0 A_SetSpeed(0.2)
TNT1 A 0 A_playsound("weapons/kick/swing")
KICK CD 1
TNT1 A 0 A_Recoil(-2)
KICK EF 1
TNT1 A 0 A_Blast(BF_NOIMPACTDAMAGE|BF_DONTWARN,0,72,10)
KICK G 3 A_CustomPunch(3*random(5,12),TRUE,CPF_NOTURN,"KickPuff",72)
KICK HD 2
KICK CBA 3
TNT1 A 2 A_SetSpeed(1)
TNT1 A 0 A_ReFire("AltHold")
KICF BA 2
goto ready
AltHoldStrong:
KICK AB 1
TNT1 A 0 A_SetSpeed(0.5)
TNT1 A 0 A_playsound("weapons/kick/swing")
KICK CD 1
TNT1 A 0 A_Recoil(-5)
KICK EF 1
TNT1 A 0 A_Blast(RTF_NOIMPACTDAMAGE|BF_DONTWARN,200,80,25)
KICK G 3 A_CustomPunch(30*random(3,10),TRUE,CPF_NOTURN,"KickPuffStrong",80)
KICK HD 2
TNT1 A 0 A_SetSpeed(1)
KICK CBA 3
TNT1 A 0 A_ReFire("AltHoldStrong")
KICF BA 2
goto ready