1 ACTOR IsQuickKickingFist : Inventory {
3 +Inventory.k8AllowConsoleGive
7 ACTOR Fists : Weapon replaces Fist {
14 Inventory.PickupMessage "Got a nice pair of fists there..."
15 Inventory.PickupSound "none"
17 Weapon.SelectionOrder 13
21 //AttackSound "Weapons/AxeSwing"
22 //Inventory.Icon "AXEIA0"
23 Obituary "%o was beaten to death by %k."
27 TNT1 A 0 A_TakeInventory("ZanPerformQuickKick") // just in case
28 //TNT1 A 0 A_TakeInventory("QuickKickRage") -- this will be taken out by the projectile
29 TNT1 A 0 A_TakeInventory("QuickKickDisabled")
32 TNT1 A 1 Offset(10000, 10032) A_WeaponReady
36 stateinclude "QuickKick/QuickKickOnSelectDeselect.txt"
39 A_TakeInventory("IsQuickKickingFist");
40 A_GiveInventory("HoldingFists", 1);
41 if (GetCVarB('k8ZanMod_CustomCrosshairs')) A_SetCrosshair(1);
47 stateinclude "QuickKick/QuickKickOnSelectDeselect.txt"
50 A_TakeInventory("IsQuickKickingFist");
51 A_TakeInventory("HoldingFists", 1);
56 TNT1 A 1 A_Lower(666) // was zero duration
61 TNT1 A 0 A_JumpIfInventory("FistSwinging", 2, "Swing1")
62 TNT1 A 0 A_JumpIfInventory("FistSwinging", 1, "Swing2")
63 TNT1 A 0 A_SetAngle(1.0+angle)
64 WFIF A 1 A_SetPitch(-0.8+pitch)
65 WFIF B 1 //A_PlayWeaponSound("Weapons/AxeSwing")
66 WFIF C 2 A_SetPitch(-0.8+pitch)
69 A_GiveInventory("FistSwinging", 1);
70 A_CustomPunch(3*random(7, 10), 1, 0, "FistHitPuff", 78, 0, 0, "ArmorBonus", "Weapons/FistsHit", "Weapons/FistsMiss", berserkerMult:8);
71 A_SetAngle(1.0+angle);
73 WFIF B 1 A_SetPitch(0.8+pitch)
74 WFIF A 1 A_SetPitch(0.8+pitch)
75 TNT1 A 2 A_WeaponReady
76 TNT1 A 1 A_TakeInventory("FistSwinging", 2)
82 WFIF D 0 A_SetPitch(-0.8+pitch)
83 WFIF E 0 //A_PlayWeaponSound("Weapons/AxeSwing")
86 A_GiveInventory("FistSwinging", 1);
87 A_SetAngle(-1.0+angle);
89 WFIF D 1 A_SetPitch(-0.4+pitch)
90 WFIF E 1 A_SetPitch(-0.4+pitch)
91 WFIF F 1 A_CustomPunch(3*random(6, 10), 1, 0, "FistHitPuff", 80, 0, 0, "ArmorBonus", "Weapons/FistsHit", "Weapons/FistsMiss", berserkerMult:8)
92 WFIF F 1 A_SetAngle(-1.0+angle)
93 WFIF E 1 A_SetPitch(0.8+pitch)
94 WFIF D 1 A_SetPitch(0.8+pitch)
95 TNT1 A 3 A_WeaponReady
96 TNT1 A 1 A_TakeInventory("FistSwinging", 2)
102 TNT1 A 0 A_SetAngle(1.0+angle)
103 WFIF A 1 A_TakeInventory("FistSwinging", 1)
104 WFIF B 1 A_SetPitch(-0.8+pitch)
105 WFIF C 1 A_SetPitch(-0.8+pitch)
106 WFIF C 1 A_CustomPunch(3*random(7, 10), 1, 0, "FistHitPuff", 78, 0, 0, "ArmorBonus", "Weapons/FistsHit", "Weapons/FistsMiss", berserkerMult:8)
107 TNT1 A 0 A_SetAngle(1.0+angle)
108 WFIF B 1 A_SetPitch(0.8+pitch)
109 WFIF A 1 A_SetPitch(0.8+pitch)
110 TNT1 A 2 A_WeaponReady
111 TNT1 A 1 A_TakeInventory("FistSwinging", 2)
116 TNT1 A 0 A_JumpIfInventory("QuickKickInProgress", 1, "AltfireCompleteNoTake")
117 TNT1 A 0 A_JumpIfInventory("QuickKickDisabled", 1, "AltfireCompleteNoTake")
118 TNT1 A 0 A_GiveInventory("IsQuickKickingFist")
120 stateinclude "QuickKick/QuickKickIncludeCommon.txt"
121 TNT1 A 0 A_JumpIfInventory("IsQuickKickingFist", 1, "AltfireComplete")
122 Goto DisplayOverlayBack
124 // A_WeaponReady is done in quickkick code
125 TNT1 A 0 A_TakeInventory("IsQuickKickingFist")
127 AltfireCompleteNoTake:
128 TNT1 A 8 A_WeaponReady(WRF_NOSECONDARY)
132 TNT1 A 0 A_JumpIfNotInventory("ZanStartQuickKick", +2)
133 TNT1 A 0 A_GiveInventory("ZanPerformQuickKick")
135 TNT1 A 0 A_JumpIfInventory("ZanPerformQuickKick", 1, "QuickKickReadyFist")
139 TNT1 A 1 A_TakeInventory("ZanPerformQuickKick")
140 TNT1 A 0 A_JumpIfInventory("QuickKickInProgress", 1, "DisplayOverlayBack")
141 TNT1 A 0 A_JumpIfInventory("QuickKickDisabled", 1, "DisplayOverlayBack")
142 TNT1 A 0 A_TakeInventory("IsQuickKickingFist") // just in case
143 Goto AltfireQuickKick
148 ACTOR FistSwinging : Ammo {
149 +INVENTORY.IGNORESKILL
150 Inventory.MaxAmount 2
151 Ammo.BackpackAmount 0
152 Ammo.BackpackMaxAmount 0
157 AttackSound "Weapons/FistsHit"