actor SlashClawBoss : MegaBuster
{
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was slashed by %k's slash claw."
Inventory.Pickupmessage "Power up! Slash Claw!"
weapon.ammotype "DashAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
//inventory.icon "SCLASI"
Scale 2.0
States
{
Spawn:
WEA3 Q 1
loop
Ready:
SLSA A 0 ACS_ExecuteAlways(998,0,252)
SLSA A 0 A_JumpIfInventory("DashAmmo",28,"ReadyFull")
SLSA A 8 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
SLSA A 0 A_GiveInventory("DashAmmo",1)
SLSA A 0 A_TakeInventory("DashFlag",99)
SLSA A 0 A_TakeInventory("SlashManTrail",999)
Goto Ready+1
ReadyFull:
SLSA A 8 A_WeaponReady(WRF_NOSWITCH)
SLSA A 0 A_TakeInventory("DashFlag",99)
SLSA A 0 A_TakeInventory("SlashManTrail",999)
loop
Ready2:
SLSA B 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOSECONDARY)
SLSA B 0 A_Recoil(-10)
SLSA B 0 A_TakeInventory("DashAmmo",1)
SLSA B 0 A_JumpIfInventory("DashAmmo",1,"Ready2")
goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SLSA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SLSA A 1 A_Raise
Loop
Fire:
SLSA A 0 A_JumpIfInventory("DashFlag",1,"Fire2")
SLSA BC 2
SLSA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SLSA A 0 A_FireCustomMissile("SlasherClawBoss",0,0,11,-8)
SLSA DE 2
SLSA F 2
SLSA G 2
SLSA A 0 A_GiveInventory("DashAmmo",1)
SLSA BA 6
Goto Ready+1
Fire2:
SLSA A 0 A_TakeInventory("DashFlag",999)
SLSA A 0 A_TakeInventory("SlashManTrail",999)
SLSA A 0 A_TakeInventory("DashAmmo",999)
SLSA BC 2
SLSA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SLSA A 0 A_FireCustomMissile("SlasherDashClawBoss",0,0,11,-8)
SLSA DE 2
SLSA F 2
SLSA G 2
SLSA BA 6
Goto Ready+1
Altfire:
SLSA A 0 A_JumpIfInventory("DashAmmo",28,"Dash")
/*SLSA A 5
SLSA A 0 A_Refire*/
Goto Ready+1
Dash:
SLSA A 0 A_GiveInventory("DashFlag",1)
SLSA A 0 A_GiveInventory("SlashManTrail",1)
SLSA B 2
Goto Ready2
NoAmmo:
SLSA A 0
//SLSA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor DashAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor SmashClawBoss : SlashClaw
{
PROJECTILE
damage (15)
States
{
Spawn:
SCLA HIJKL 1 A_Explode(21,90,0)
stop
}
}

actor SlasherClawBoss : SlashClaw
{
//Translation "0:255=4:4"
damage (7)
States
{
Spawn:
SCLA HIJMN 1 A_Explode(15,90,0)
stop
}
}

actor SlasherDashClawBoss : SlashClaw
{
obituary "%o was ripped to shreds by %k's Slash Dash"
States
{
Spawn:
SCLA HIJMN 1 A_Explode(18,90,0)
stop
}
}

actor DashFlag : Ammo
{
inventory.amount 1
inventory.maxamount 1
}

actor SlashManTrail : PowerSpeed
{
Speed 0.8
}