class VhtFWeapAxe : FWeapAxe replaces FWeapAxe { override void beginPlay() { super.beginPlay(); if(vht_faxe_projectile) { ammoUse1 = 1; } } action void vhtFAxeAttack() { if(!player) return; if(vht_faxe_projectile) { let wep = player.readyWeapon; if(wep.ammo1 && wep.ammo1.amount > 0) { a_fireProjectile("VhtAxeMissile"); } } a_fAxeAttack(); } states { FireGlow: FAXE N 4 offset(15, 32); FAXE O 3 offset(15, 32); FAXE P 2 offset(15, 32); FAXE P 1 offset(-5, 70) vhtFAxeAttack; FAXE P 2 offset(-25, 90); FAXE Q 1 offset(15, 32); FAXE Q 2 offset(10, 54); FAXE Q 7 offset(10, 150); FAXE A 1 offset(0, 60) a_reFire; FAXE A 1 offset(0, 52); FAXE A 1 offset(0, 44); FAXE A 1 offset(0, 36); FAXE A 1; goto ReadyGlow; } } class VhtMWeapWand : MWeapWand replaces MWeapWand { states { Fire: MWND A 0 a_setTics(6 - clamp(vht_mwand_speed, 0, 6)); MWND B 0 bright offset(0, 48) { a_setTics(6 - clamp(vht_mwand_speed, 0, 6)); a_fireProjectile("MageWandMissile"); } MWND A 3 offset(0, 40); MWND A 3 offset(0, 36) a_reFire; goto Ready; } }