1 ACTOR Axe : Weapon replaces Chainsaw {
11 Inventory.PickupMessage "Got a hefty Axe."
12 Inventory.PickupSound "none"
13 Weapon.SelectionOrder 12
18 //AttackSound "Weapons/AxeSwing"
19 //Inventory.Icon "AXEIA0"
20 Obituary "%o was split by %k's Axe."
28 stateinclude "QuickKick/QuickKickOnSelectDeselect.txt"
31 A_PlaySound("Weapons/AxePickup", CHAN_WEAPON);
32 A_GiveInventory("HoldingAxe", 1);
33 if (GetCVarB('k8ZanMod_CustomCrosshairs')) A_SetCrosshair(2);
39 stateinclude "QuickKick/QuickKickOnSelectDeselect.txt"
44 TNT1 A 0 A_TakeInventory("HoldingAxe", 1)
45 TNT1 A 1 A_Lower(666) // was zero duration
49 TNT1 A 0 A_TakeInventory("QuickKickDisabled")
52 TNT1 A 1 A_WeaponReady
57 TNT1 A 0 A_JumpIfInventory("AxeSwinging", 2, "Swing1")
58 TNT1 A 0 A_JumpIfInventory("AxeSwinging", 1, "Swing2")
61 A_SetPitch(-0.6+pitch);
62 A_SetAngle(0.4+angle);
64 AXEF A 1 A_PlaySound("Weapons/AxeSwing", CHAN_WEAPON)
65 AXEF A 1 A_AlertMonsters(640)
66 TNT1 A 0 A_SetPitch(-0.6+pitch)
67 AXEF B 1 A_GiveInventory("AxeSwinging", 1)
68 TNT1 A 0 A_SetAngle(0.4+angle)
69 AXEF B 1 A_CustomPunch(5*random(6, 8), 1, 0, "AxeSlashPuff", 128, 0, 0, "ArmorBonus", "Weapons/AxeMelee", berserkerMult:8)
72 A_FireProjectile("AxeCleave", 0, 0, 0, 0, FPF_NOAUTOAIM, 0);
73 A_FireProjectile("AxeCleave", 30, 0, 0, 0, FPF_NOAUTOAIM, 0);
74 A_FireProjectile("AxeCleave", 60, 0, 0, 0, FPF_NOAUTOAIM, 0);
75 A_FireProjectile("AxeCleave", 90, 0, 0, 0, FPF_NOAUTOAIM, 0);
76 A_FireProjectile("AxeCleave", 120, 0, 0, 0, FPF_NOAUTOAIM, 0);
77 A_FireProjectile("AxeCleave", 150, 0, 0, 0, FPF_NOAUTOAIM, 0);
78 A_FireProjectile("AxeCleave", -30, 0, 0, 0, FPF_NOAUTOAIM, 0);
79 A_FireProjectile("AxeCleave", -60, 0, 0, 0, FPF_NOAUTOAIM, 0);
80 A_FireProjectile("AxeCleave", -90, 0, 0, 0, FPF_NOAUTOAIM, 0);
81 A_FireProjectile("AxeCleave", -120, 0, 0, 0, FPF_NOAUTOAIM, 0);
82 A_FireProjectile("AxeCleave", -150, 0, 0, 0, FPF_NOAUTOAIM, 0);
83 A_SetPitch(0.6+pitch);
88 TNT1 A 0 A_SetPitch(0.6+pitch)
89 TNT1 A 8 A_WeaponReady
90 TNT1 A 1 A_TakeInventory("AxeSwinging", 2)
96 TNT1 A 0 A_Jump(80, "Rage")
98 TNT1 A 0 A_SetPitch(-0.4+pitch)
99 TNT1 A 0 A_SetAngle(-0.4+angle)
100 AXEF F 1 A_PlaySound("Weapons/AxeSwing", CHAN_WEAPON)
101 AXEF H 2 A_GiveInventory("AxeSwinging", 1)
104 A_SetPitch(-0.4+pitch);
105 A_SetAngle(-0.4+angle);
107 AXEF I 1 A_CustomPunch(5*random(5, 8), 1, 0, "AxeSlashPuff", 128, 0, 0, "ArmorBonus", "Weapons/AxeMelee", berserkerMult:8)
110 A_FireProjectile("AxeCleave", 0, 0, 0, 0, FPF_NOAUTOAIM, 0);
111 A_FireProjectile("AxeCleave", 30, 0, 0, 0, FPF_NOAUTOAIM, 0);
112 A_FireProjectile("AxeCleave", 60, 0, 0, 0, FPF_NOAUTOAIM, 0);
113 A_FireProjectile("AxeCleave", 90, 0, 0, 0, FPF_NOAUTOAIM, 0);
114 A_FireProjectile("AxeCleave", 120, 0, 0, 0, FPF_NOAUTOAIM, 0);
115 A_FireProjectile("AxeCleave", 150, 0, 0, 0, FPF_NOAUTOAIM, 0);
116 A_FireProjectile("AxeCleave", -30, 0, 0, 0, FPF_NOAUTOAIM, 0);
117 A_FireProjectile("AxeCleave", -60, 0, 0, 0, FPF_NOAUTOAIM, 0);
118 A_FireProjectile("AxeCleave", -90, 0, 0, 0, FPF_NOAUTOAIM, 0);
119 A_FireProjectile("AxeCleave", -120, 0, 0, 0, FPF_NOAUTOAIM, 0);
120 A_FireProjectile("AxeCleave", -150, 0, 0, 0, FPF_NOAUTOAIM, 0);
121 A_SetPitch(0.4+pitch);
123 AXEF J 1 A_AlertMonsters(640)
125 TNT1 A 0 A_SetPitch(0.4+pitch)
126 TNT1 A 8 A_WeaponReady
127 TNT1 A 1 A_TakeInventory("AxeSwinging", 2)
133 TNT1 A 0 A_SetPitch(-0.6+pitch)
134 TNT1 A 0 A_SetAngle(0.4+angle)
135 AXEF A 1 A_PlaySound("Weapons/AxeSwing", CHAN_WEAPON)
136 AXEF A 1 A_AlertMonsters(640)
137 AXEF B 1 A_TakeInventory("AxeSwinging", 1)
140 A_SetPitch(-0.6+pitch);
141 A_SetAngle(0.4+angle);
143 AXEF B 1 A_CustomPunch(5*random(6, 9), 1, 0, "AxeSlashPuff", 128, 0, 0, "ArmorBonus", "Weapons/AxeMelee", berserkerMult:8)
146 A_FireProjectile("AxeCleave", 0, 0, 0, 0, FPF_NOAUTOAIM, 0);
147 A_FireProjectile("AxeCleave", 30, 0, 0, 0, FPF_NOAUTOAIM, 0);
148 A_FireProjectile("AxeCleave", 60, 0, 0, 0, FPF_NOAUTOAIM, 0);
149 A_FireProjectile("AxeCleave", 90, 0, 0, 0, FPF_NOAUTOAIM, 0);
150 A_FireProjectile("AxeCleave", 120, 0, 0, 0, FPF_NOAUTOAIM, 0);
151 A_FireProjectile("AxeCleave", 150, 0, 0, 0, FPF_NOAUTOAIM, 0);
152 A_FireProjectile("AxeCleave", -30, 0, 0, 0, FPF_NOAUTOAIM, 0);
153 A_FireProjectile("AxeCleave", -60, 0, 0, 0, FPF_NOAUTOAIM, 0);
154 A_FireProjectile("AxeCleave", -90, 0, 0, 0, FPF_NOAUTOAIM, 0);
155 A_FireProjectile("AxeCleave", -120, 0, 0, 0, FPF_NOAUTOAIM, 0);
156 A_FireProjectile("AxeCleave", -150, 0, 0, 0, FPF_NOAUTOAIM, 0);
157 A_SetPitch(0.6+pitch);
162 TNT1 A 0 A_SetPitch(0.6+pitch)
163 TNT1 A 8 A_WeaponReady
164 TNT1 A 1 A_TakeInventory("AxeSwinging", 2)
169 TNT1 A 0 A_PlaySound("Character/ZanRage", CHAN_VOICE)
173 TNT1 A 0 A_JumpIf(!GetCVarB('k8ZanMod_ThrowAxe'), "Fire")
174 TNT1 A 0 A_Jump(200, "AltRage")
176 TNT1 A 0 A_TakeInventory("HoldingAxe", 1)
178 TNT1 A 0 A_SetPitch(-1.0+pitch)
179 AXEA A 1 A_PlaySound("Weapons/AxeSwing", CHAN_WEAPON)
180 TNT1 A 0 A_SetPitch(-1.0+pitch)
181 AXEA A 1 A_Recoil(-7)
182 TNT1 A 0 A_SetPitch(1.0+pitch)
183 AXEA B 2 A_FireCustomMissile("Axehurl", 0, 1, 0, 0, FPF_NOAUTOAIM)
184 TNT1 A 0 A_SetAngle(0.4+angle)
185 AXEA C 3 A_TakeInventory("Axe", 1)
186 TNT1 A 0 A_SetPitch(1.0+pitch)
191 TNT1 A 0 A_PlaySound("Character/ZanRage", CHAN_VOICE)
194 stateinclude "QuickKick/QuickKickInclude.txt"
199 ACTOR AxeSwinging : Ammo {
200 +INVENTORY.IGNORESKILL
201 Inventory.MaxAmount 2
202 Ammo.BackpackAmount 0
203 Ammo.BackpackMaxAmount 0
212 Damage (1*random(65, 75))
214 ProjectileKickBack 240
218 SeeSound "Weapons/AxeHurling"
219 DeathSound "Weapons/AxeCrush"
220 Obituary "%o was split by %k's Axe."
222 +k8MissileHitscan // block by "block hitscan" line flag, not by "block projectile" flag
242 TNT1 A 0 A_AlertMonsters
246 TNT1 A 0 A_SpawnItem("Axe")
253 AttackSound "Weapons/AxeMelee4"
261 TNT1 A 1 A_SpawnItem("AxeSlashWall")
278 ACTOR AxeCleave : FastProjectile {
283 DamageType "AxeCleave"
284 // no need to, it does no damage anyway
286 +k8MissileHitscan // block by "block hitscan" line flag, not by "block projectile" flag
297 TNT1 A 0 A_Explode(5*random(5, 7), 24, 0, 24, 0, 0, 0, " ", "AxeCleave")
304 Actor (optional) Zan_MaceFragfireGun : Axe Replaces Mace {}
305 Actor (optional) Zan_MacePoweredFragfireGun : Axe Replaces MacePowered {}