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Fist2
: Weapon
replaces Fist
 

File

Flags

Properties

//$categoryWeapons
obituary"$OB_MPFIST"
tag"$FIST"
weapon.bobrangex0.5
weapon.bobrangey0.80
weapon.bobspeed1.5
weapon.bobstyleInverseSmooth
weapon.kickback100
weapon.selectionorder3700
weapon.sisterweaponFireFist
weapon.upsound"DEPLOYFS"

States

Ready: MELE F 1 A_WeaponReady Loop Deselect: SSGL A 0 A_TakeInventory("FistHitCounter",100) MELE F 1 A_Lower MELE A 0 A_Lower Loop Select: SSGL A 0 A_TakeInventory("FistHitCounter",100) MELE F 1 A_Raise MELE A 0 A_Raise Loop Fire: SSGL A 0 A_TakeInventory("FistHitCounter",100) TNT1 A 0 A_Jump(128, "FireRight") RSHT A 0 A_PlaySound ("FSWINGX", CHAN_WEAPON) MELE FGH 1 MELE H 1 A_Punch MELE HIG 3 MELE F 1 MELE F 1 A_ReFire Goto Ready FireRight: RSHT A 0 A_PlaySound ("FSWINGX", CHAN_WEAPON) MELE FJK 1 MELE K 1 A_Punch MELE KLJ 3 MELE F 1 MELE F 1 A_ReFire Goto Ready Altfire: TNT1 A 0 A_JumpIf(CountInv("PowerStrength") >= 1, "Uppercut") HNDG A 0 A_JumpIfInventory("FistHitCounter",100,"AltfireSound") MELE F 2 Offset(0,44) MELE F 2 Offset(0,46) SSGL A 0 A_GiveInventory("FistHitCounter",10) MISG B 0 A_ReFire HNDG A 0 A_JumpIfInventory("FistHitCounter",100,"Uppercut") TNT1 A 0 A_Jump(256, "Fire") AltfireSound: RSHT A 0 A_PlaySound ("FCHARGE", CHAN_WEAPON) TNT1 A 0 A_Jump(256, "AltfireReady") AltfireReady: MELE F 1 Offset(0,44) MELE F 1 Offset(0,46) MISG B 0 A_ReFire("AltfireReady") HNDG A 0 A_JumpIfInventory("FistHitCounter",100,"Uppercut") TNT1 A 0 A_Jump(256, "Fire") Uppercut: SSGL A 0 A_TakeInventory("FistHitCounter",100) MELE MNO 2 TNT1 A 3 RSHT A 0 A_PlaySound ("UPPCUT", CHAN_WEAPON) MELE PSR 1 TNT1 A 0 A_CustomPunch(100, FALSE, 0) TNT1 A 0 A_FireCustomMissile ("FistKnockback",0,1,7,0,0) MELE R 3 MELE RQP 2 TNT1 A 2 MELE ONM 2 Goto Ready Spawn: MELW A -1 Stop

Class Hierarchy

Classes defined in \DEC_WEPS