actor Cutman : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "Cutman"
player.soundclass "cutmanc"
player.startitem "TrollingCutterBoss"
player.startitem "KFCAmmo", 28
player.startitem "CanWallJump"
player.startitem "Stamina", 500
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
player.jumpz 12
damagefactor "Guts", 1.7
damagefactor "Punch", 1.7
damagefactor "Stone", 1.5
States
{
Spawn:
CUTM A 0
CUTM A 0 A_JumpIfInventory("CutterFlag",1,"Missile2")
CUTM B 1
CUTM A 1 ACS_ExecuteAlways(137)
Goto Spawn+3
See:
CUTM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
CUTM F 5 ACS_ExecuteAlways(137)
CUTM G 4 ACS_ExecuteAlways(137)
CUTM G 0 A_JumpIfInventory("CutterFlag",1,"Missile2")
goto Spawn
Missile2:
CUTM G 1 A_JumpIfInventory("CutterReturned",1,"Missile3")
loop
Missile3:
CUTM B 1
goto Spawn+3
ClassPain:
CUTM H 0
goto PainContinue
ClassDeath:
CUTM H 0 A_TakeInventory("TrollingCutterBoss")
goto DeathContinue
DropWeapon:
CUTM H 0 A_TakeInventory("TrollingCutterBoss")
CUTM Z 0 A_SpawnItemEx("RollingCutterWepCDropped")
CUTM Z -1
stop
Pain.Guts:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Guts"
Pain.Punch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Punch"
Pain.Stone:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Stone"
}
}