actor Megaman? : MegamanC
{
player.displayname "Megaman?"
player.soundclass "megaman"
States
{
Spawn:
COPY A 0
COPY B 1
COPY A 1
COPY A 0 A_JumpIfInventory("JetBusterC",1,"JetSpawn")
COPY A 0 A_JumpIfInventory("PowerFistC",1,"PowerSpawn")
COPY A 0
Goto Spawn+2
See:
COPY A 0 A_JumpIfInventory("JetBusterC",1,"JetWalk")
COPY A 0 A_JumpIfInventory("PowerFistC",1,"PowerWalk")
COPY BCDE 5
Goto Spawn+2
Missile:
COPY A 0 A_JumpIfInventory("JetBusterC",1,"JetMissile")
COPY A 0 A_JumpIfInventory("PowerFistC",1,"PowerMissile")
COPY FFFFF 1  A_JumpIfInventory("MegaSlide",1,"Slide")
COPY GGGG 1  A_JumpIfInventory("MegaSlide",1,"Slide")
goto Spawn
JetSpawn:
COPY A 0
COPY A 1
COPY A 1
Goto Spawn+5
JetWalk:
COPY BCDE 5
Goto Spawn+4
JetMissile:
COPY A 0 A_JumpIfInventory("JetTrigger",1,"Flight")
COPY F 5
COPY G 4
goto Spawn+3
Flight:
COPY A 0 A_JumpIfInventory("JetFuel",0,"See")
COPY B 0 A_PlaySoundEx("weapon/Jetfly","Auto")
COPY AA 5 ThrustThingZ(0,7,0,1)
goto Spawn+3
PowerSpawn:
COPY A 0
COPY A 1
COPY A 1
Goto Spawn+5
PowerWalk:
COPY BCDE 5
Goto Spawn+4
PowerMissile:
COPY A 0
COPY F 5
COPY G 4
goto Spawn+4
Slide:
COPY I 20
COPY A 0
goto Spawn
ClassPain:
COPY H 0
goto PainContinue
ClassDeath:
COPY H 0
goto DeathContinue
DropWeapon:
COPY H 0
COPY Z 0
COPY Z -1
stop
TimeStopped:
COPY A 0 SetPlayerProperty(0,1,4)
COPY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
COPY A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 1 A_SpawnItem("PainFX",0,3)
COPY H 1 //A_Recoil(1)
COPY H 0 //SetPlayerProperty(0, 0, 4)
COPY H 0 SetPlayerProperty(0,0,1)
COPY H 0 SetPlayerProperty(0,0,4)
COPY H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
COPY H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
COPY H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
COPY H 0 SetPlayerProperty(0, 0, 4)
COPY H 0 A_TakeInventory("PharaohCharge",999)   
COPY H 0 A_NoBlocking
COPY H 0 A_GiveInventory("CutterFlag",999)
COPY H 0 A_GiveInventory("IsDead",1)
COPY H 0 A_Stop
COPY H 0 A_GiveToTarget("KilledMeStock",1)
COPY H 1 A_GiveToTarget("KilledMe",1)
COPY H 19 ACS_ExecuteAlways(999,0,0)
COPY H 0 SetPlayerProperty(0, 0, 4)
COPY H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
COPY Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
COPY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
COPY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
COPY H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
}
}