Neither. What you see in the video, the glory kill "weapon" is technically, behind the scenes, a completely new and separate weapon actor, with completely new custom sprite frames, authored in Blender using the default Doom fist sprites. You can see why this would be a problem - even if you play this mod with Heretic, or Hexen, or GMOTA, or Guncaster - as soon as you execute a kill move, suddenly the hands will turn into hairy Doom guy's hands.Jarewill wrote: Or well, I might be completely misunderstanding everything about how it works.
Does it work by playing the PUNG animation, or by playing the fist (weapon) animation?

So that's what I was talking about in the first post, this is a problem I currently don't have any solutions to yet.
I cannot make the glory kill weapon reference PUNG sprites, because not every mod replaces the PUNG sprites. Maybe there is a mod that contains a slot 1-weapon with new actor states that use a differently-named sprite.
A possible solution is to somehow determine - via code - what is the weakest/first weapon the player class has, extract the sprites from those (again, this is all done in code, at runtime), and then construct a A_OverlayOffset-based animation using those sprites. The reason for A_OverlayOffset is I am able to move the sprites freely using code with that. If this path is taken, what will it end up looking like is, the glory kill animation will use whatever sprite that is in slot 1 of your current loadout is, and the movements will always look the same. It also might not look correct or even look hilarious - because the code doesn't know what the first weapon looks like. For example, using the same punch animation motion will look funny with Hexen Mage's wand.
