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BD_Fist
: Fist
replaces Fist
 

File

Flags

Properties

inventory.icon""
weapon.selectionorder370
weapon.slotnumber1

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

Class Hierarchy

Classes defined in \WEAPONS\BD_FIST.txt