actor Fisting : weapon replaces fist { Game Doom Weapon.SelectionOrder 3700 Weapon.Kickback 100 Weapon.SlotNumber 1 +weapon.noalert +WEAPON.MELEEWEAPON +INVENTORY.UNDROPPABLE Obituary "%o has got his ass kicked by %k" Tag "Fisting" States { ready: FIST A 1 a_weaponready loop
Deselect: FIST A 1 A_Lower loop
select: FIST A 1 a_raise loop
reload: TNT1 A 0 REDY A 5 REDY B 4 REDY C 4 REDY D 4 TNT1 A 2 goto ready
Fire: PLFT A 1 A_JumpIfInventory("righttoken", 1, "rightunch") PLFT A 3 A_Playsound ("meleehit") PLFT B 2 PLFT C 2 PLFT D 2 A_CustomPunch(10+random(4, 16), 1, 0, "meleehit") PLFT C 2 PLFT B 2 A_GiveInventory("righttoken",1) PLFT A 3 A_ReFire goto Ready
rightpunch: PRGT F 3 A_Playsound ("FIST/SWING") PRGT G 2 PLFT O 2 A_Punch PLFT O 0 A_Punch PLFT O 0 A_Punch PLFT H 2 PLFT P 2 PLFT I 2 PLFT Q 2 PLFT J 2 PLFT K 0 A_TakeInventory("Stamina",1) PLFT K 0 A_TakeInventory("righttoken",1) PLFT K 3 A_ReFire goto Ready Altfire: FIST K 1 KICK A 1 KICK B 1 KICK C 1 KICK C 1 KICK C 1 A_stop KICK C 2 KICK C 2 A_CustomPunch(10+random(4, 16), 1, 0, "meleehit") KICK D 5 KICK C 3 KICK B 3 KICK A 3 FIST A 4 A_ReFire goto Ready } }
Replaces only works on spawned items. Replacing chaingun with a modded one, will make the modded one spawn, but the chaingun can still be given with a command. All spawned fists will be replaced with the modded one, but the player class has set to spawn with the vanilla one. You need to make a new class like Xim said.