text: /*
  #include "actor.h"
  #include "gi.h"
  #include "m_random.h"
  #include "s_sound.h"
  #include "d_player.h"
  #include "a_action.h"
  #include "p_local.h"
  #include "a_action.h"
  #include "a_hexenglobal.h"
  #include "thingdef/thingdef.h"
  */
  
  IMPLEMENT_CLASS (AFighterWeapon)
  IMPLEMENT_CLASS (AClericWeapon)
  IMPLEMENT_CLASS (AMageWeapon)
  
  static FRandom pr_fpatk ("FPunchAttack");
  
  //============================================================================
  //
  //	AdjustPlayerAngle
  //
  //============================================================================
  
  #define MAX_ANGLE_ADJUST (5*ANGLE_1)
  
  void AdjustPlayerAngle (AActor *pmo, AActor *linetarget)
  {
  	angle_t angle;
  	int difference;
  
  	angle = pmo->AngleTo(linetarget);
  	difference = (int)angle - (int)pmo->angle;
  	if (abs(difference) > MAX_ANGLE_ADJUST)
  	{
  		if (difference > 0)
  		{
  			pmo->angle += MAX_ANGLE_ADJUST;
  		}
  		else
  		{
  			pmo->angle -= MAX_ANGLE_ADJUST;
  		}
  	}
  	else
  	{
  		pmo->angle = angle;
  	}
  }
  
  //============================================================================
  //
  // TryPunch
  //
  // Returns true if an actor was punched, false if not.
  //
  //============================================================================
  
  static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
  {
  	const PClass *pufftype;
  	AActor *linetarget;
  	int slope;
  
  	slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
  	if (linetarget != NULL)
  	{
  		if (++pmo->weaponspecial >= 3)
  		{
  			damage <<= 1;
  			power *= 3;
  			pufftype = PClass::FindClass ("HammerPuff");
  		}
  		else
  		{
  			pufftype = PClass::FindClass ("PunchPuff");
  		}
  		P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
  		if (linetarget != NULL)
  		{
  			if (linetarget->player != NULL || 
  				(linetarget->Mass != INT_MAX && (linetarget->flags3 & MF3_ISMONSTER)))
  			{
  				P_ThrustMobj (linetarget, angle, power);
  			}
  			AdjustPlayerAngle (pmo, linetarget);
  			return true;
  		}
  	}
  	return false;
  }
  
  //============================================================================
  //
  // A_FPunchAttack
  //
  //============================================================================
  
  DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
  {
  	int damage;
  	fixed_t power;
  	int i;
  	player_t *player;
  
  	if (NULL == (player = self->player))
  	{
  		return;
  	}
  	APlayerPawn *pmo = player->mo;
  
  	damage = 40+(pr_fpatk()&15);
  	power = 2*FRACUNIT;
  	for (i = 0; i < 16; i++)
  	{
  		if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
  			TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
  		{ // hit something
  			if (pmo->weaponspecial >= 3)
  			{
  				pmo->weaponspecial = 0;
  				P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
  				S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
  			}
  			return;
  		}
  	}
  	// didn't find any creatures, so try to strike any walls
  	pmo->weaponspecial = 0;
  
  	AActor *linetarget;
  	int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);
  	P_LineAttack (pmo, pmo->angle, MELEERANGE, slope, damage, NAME_Melee, PClass::FindClass("PunchPuff"), true);
  }
  