actor Enker : SturdyClassBase
{
player.startitem "SturdyHealthBar"
player.displayname "Enker"
player.soundclass "enkerc"
player.forwardmove 1.0, 1.0
player.sidemove 0.9, 0.9
player.startitem "MirrorBusterBoss"
player.startitem "MirrorCharge", 0
//damagefactor "Normal", 0.6
damagefactor "Buster", 1.0
damagefactor "Proto", 1.0
damagefactor "Proto3", 1.0
damagefactor "Ballade", 1.3
States
{
Spawn:
TNT1 A 0
ENKR B 1 ACS_ExecuteAlways(137)
ENKR A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
ENKR BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
ENKR F 1
ENKR Y 0 A_JumpIfInventory("EnkerAbsorbCount",1,"EnkerClassAbsorb")
ENKR F 3
goto Spawn
AmmoGet:
ENKR Y 0 A_PlaySound("weapon/mirrorabsorb")
//ENKR Y 0 A_GiveInventory("MirrorCharge",7)
ENKR Y 0 ACS_ExecuteAlways(648,0,12)
EnkerClassAbsorb:
ENKR Z 35 
ENKR Z 0
goto Spawn+1
ClassPain:
ENKR H 0
goto PainContinue
ClassDeath:
ENKR H 0 A_TakeInventory("EnkerAbsorbCount")
ENKR H 0 A_TakeInventory("MirrorBusterBoss")
goto DeathContinue
DropWeapon:
ENKR H 0 A_TakeInventory("MirrorBusterBoss")
ENKR Z 0 A_SpawnItemEx("MirrorBusterWepCDropped")
ENKR O -1
stop
TimeStopped:
ENKR A 0 SetPlayerProperty(0,1,4)
ENKR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
ENKR A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
ENKR Y 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 1 A_SpawnItem("PainFX",0,3)
ENKR H 1 //A_Recoil(1)
ENKR H 0 //SetPlayerProperty(0, 0, 4)
ENKR H 0 SetPlayerProperty(0,0,1)
ENKR H 0 SetPlayerProperty(0,0,4)
ENKR H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
ENKR H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
ENKR H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
ENKR H 0 SetPlayerProperty(0, 0, 4)
ENKR H 0 A_TakeInventory("PharaohCharge",999)   
ENKR H 0 A_NoBlocking
ENKR H 0 A_GiveInventory("CutterFlag",999)
ENKR H 0 A_GiveInventory("IsDead",1)
ENKR H 0 A_Stop
ENKR H 0 A_GiveToTarget("KilledMeStock",1)
ENKR H 1 A_GiveToTarget("KilledMe",1)
ENKR H 19 ACS_ExecuteAlways(999,0,0)
ENKR H 0 SetPlayerProperty(0, 0, 4)
ENKR H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
ENKR Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
ENKR Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
ENKR H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
/*Pain.Normal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Buster"*/
Pain.Buster:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Buster"
Pain.Proto:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto"
Pain.Proto3:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto3"
Pain.Ballade:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Ballade"
}
}