actor Elecman : GlassClassBase
{
player.startitem "GlassHealthBar"
player.displayname "elecman"
player.soundclass "elecmanc"
player.startitem "ThunderBeamBoss"
player.startitem "ElectricAmmo", 28
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
damagefactor "Cut", 1.8
damagefactor "Cutter", 2.0
damagefactor "Metal", 1.7
damagefactor "Shadow", 1.7
damagefactor "Oil", 1.6
damagefactor "Dust", 1.6
damagefactor "Junk", 1.6
damagefactor "JunkShot", 1.6
States
{
Spawn:
ELEC A 0
ELEC B 1 ACS_ExecuteAlways(137)
ELEC A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
ELEC BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
ELEC F 5 ACS_ExecuteAlways(137)
ELEC G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
ELEC H 0
goto PainContinue
ClassDeath:
ELEC H 0 A_TakeInventory("ThunderBeamBoss")
goto DeathContinue
DropWeapon:
ELEC H 0 A_TakeInventory("ThunderBeamBoss")
ELEC Z 0 A_SpawnItemEx("ThunderBeamWepCDropped")
ELEC Z -1
stop
Pain.Cut:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cut"
Pain.Cutter:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cutter"
Pain.Metal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Metal"
Pain.Shadow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Shadow"
Pain.Oil:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Oil"
Pain.Dust:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Dust"
Pain.Junk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Junk"
Pain.JunkShot:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.JunkShot"
}
}