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GauntletAttack
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{{codepointer |description=Used by the Heretic Gauntlets of the Necromancer attack. |usage='''GauntletAttack'''(''is_powered'') |parameters= *''is_powered'': 0 for the normal version, 1 for the Tome of Power version. |examples= From base/heretic/player.edf, the base Gauntlet: Fire: GAUN B 4 A_[[PlaySoundEx|PlaySoundEX]](ht_gntuse, idle) GAUN C 4 Hold: GAUN DEF 4 bright A_GauntletAttack(0) GAUN C 4 A_[[ReFire]] GAUN B 4 A_[[Light0]] goto Ready The powered Gauntlet: Fire: GAUN J 4 A_[[PlaySoundEx|PlaySoundEX]](ht_gntuse, idle) GAUN K 4 Hold: GAUN LMN 4 bright A_GauntletAttack(1) GAUN K 4 A_[[ReFire]] GAUN J 4 A_[[Light0]] goto Ready |notes= Must be called from a player weapon state. Shifts the weapon sprite randomly. It will then do a melee hitscan of damage <code>2 * 1d8</code> (2-16) accordingly: *if unpowered, at range 64, using [[pufftype]] '''HereticGauntletPuff1''', at "never" precision. If hitting, it will play sound '''dehackednum''' 409 ('''ht_gnthit'''). *if powered, at range 256, using pufftype '''HereticGauntletPuff2''', and at a precision twice better than "never". If hitting, it will steal life as half the damage until hitting [[playerclass]] '''maxhealth''' and will play sound '''dehackednum''' 410 ('''ht_gntpow'''). It will randomly light up the area at all levels. If missing, it will play sound '''dehackednum''' 408 ('''ht_gntful'''). If hitting, it will also shake player's angle and activate its '''JUSTATTACKED''' flag, which causes them to move ahead. As in the examples above, it's important to call [[Light0]] on the end of the sequence, because this codepointer affects player's light level. }}
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