actor DarkBusterBoss : DarkShieldBoss
{
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o was defeated by %k's Dark Buster."
Inventory.Pickupmessage "no again"
weapon.ammotype "DarkShieldAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
States
{
Spawn:
TNT1 A 0
stop
Ready:
BUST B 0 ACS_ExecuteAlways(998,0,8)
DKC4 A 1 A_WeaponReady(WRF_NOSWITCH)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUST B 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldFire")
BUST B 0 A_PlaySoundEx("weapon/napalm","Weapon")
BUST B 0 A_FireCustomMissile("Dark4SniperShot1",0,0,8,0)
DKC4 ABCB 3
DKC4 A 4
BUST B 0 A_Refire
Goto Ready+1
ShieldFire:
BUST B 0 A_PlaySoundEx("weapon/napalm","Weapon")
BUST B 0 A_FireCustomMissile("DarkClassShot",0,0,8,0)
DKC1 A 0 A_JumpIfHealthLower(17,"Fire6")
DKC1 A 0 A_JumpIfHealthLower(34,"Fire5")
DKC1 A 0 A_JumpIfHealthLower(51,"Fire4")
DKC1 A 0 A_JumpIfHealthLower(67,"Fire3")
DKC1 A 0 A_JumpIfHealthLower(84,"Fire2")
DKC4 ABCB 4
DKC4 A 5
BUST B 0 A_Refire
Goto Ready+1
Fire2:
DKC4 ABCB 4
DKC4 A 4
BUST B 0 A_Refire
Goto Ready+1
Fire3:
DKC4 A 3
DKC4 BCB 4
DKC4 A 4
BUST B 0 A_Refire
Goto Ready+1
Fire4:
DKC4 AB 3
DKC4 CB 4
DKC4 A 4
BUST B 0 A_Refire
Goto Ready+1
Fire5:
DKC4 ABC 3
DKC4 B 4
DKC4 A 4
BUST B 0 A_Refire
Goto Ready+1
Fire6:
DKC4 ABCB 3
DKC4 A 4
BUST B 0 A_Refire
Goto Ready+1
AltFire:
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
TNT1 A 0 A_GiveInventory("ShieldCheck",1)
TNT1 A 0 A_TakeInventory("JunkDone",999)
DKC4 B 4 A_GunFlash
DKC4 A 8
goto Ready+1
ShieldThrow:
DKC4 A 0 A_GiveInventory("JunkDone",1)
TNT1 A 0 A_TakeInventory("ShieldCheck",999)
//BUST B 0 A_FireCustomMissile("DarkShieldFireClass",0,0,0,-37)
//BUST B 0 A_FireCustomMissile("DarkShieldFireClass",180,0,0,-37)
SPAS C 0 A_SpawnItemEx("DarkShieldFireClass",0,0,0,28,0,0,0)
SPAS C 0 A_SpawnItemEx("DarkShieldFireClass",0,0,0,28,0,0,180)
DKC4 B 30
TNT1 A 0 A_TakeInventory("JunkDone",999)
Goto Ready+1
NoAmmo:
DKC4 A 0
Goto Ready+1
//Flash state in DarkManTwoBuster
}
}

actor DarkClassShot
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+THRUGHOST
+DONTBLAST
+DONTREFLECT
damagetype "Proto"
Speed 30
Damage (20)
radius 5
height 5
scale 2.5
States
{
Spawn:
DSHO A 3
DSHO A 1 A_ChangeFlag("THRUGHOST", 0)
DSHO A 1
goto spawn+2
Death:
TNT1 A 1
stop
}
}

actor Dark4SniperShot1 : DarkSniperShot1
{
Speed 30
Damage (20)
radius 5
height 5
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot2 : Dark4SniperShot1
{
Damage (21)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot3",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot3 : Dark4SniperShot1
{
Damage (22)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot4",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot4 : Dark4SniperShot1
{
Damage (23)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail1",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot5",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot5 : Dark4SniperShot1
{
Damage (24)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot6",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot6 : Dark4SniperShot1
{
Damage (25)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot7",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot7 : Dark4SniperShot1
{
Damage (26)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot8",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}
actor Dark4SniperShot8 : Dark4SniperShot1
{
Damage (27)
States
{
Spawn:
DSHO A 0
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
DSHO A 1 A_SpawnItemEx("DarkSniperTrail2",0,0,0,0,0,0,0)
Continue:
DSHO A 0 A_SpawnItemEx("Dark4SniperShot8",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}