actor Gutsman : HeavyClassBase
{
player.startitem "HeavyHealthBar"
player.displayname "gutsman"
player.soundclass "gutsmanc"
player.startitem "SuperArmBoss"
player.startitem "GutsArmAmmo", 28
player.forwardmove 0.56, 0.56
player.sidemove 0.54, 0.54
damagefactor "Bomb", 1.0
damagefactor "Crash", 0.8
damagefactor "Clash", 0.8
damagefactor "Drill", 0.8
damagefactor "Napalm", 0.8
damagefactor "Burst", 0.7
damagefactor "Slow", 0.6
States
{
Spawn:
GUTS A 0
GUTS B 1 ACS_ExecuteAlways(137)
GUTS A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
GUTS BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
GUTS F 5 ACS_ExecuteAlways(137)
GUTS G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
GUTS H 0
goto PainContinue
ClassDeath:
GUTS H 0 A_TakeInventory("SuperArmBoss")
goto DeathContinue
DropWeapon:
GUTS H 0 A_TakeInventory("SuperArmBoss")
GUTS Z 0 A_SpawnItemEx("SuperArmWepCDropped")
GUTS Z -1
stop
Pain.Bomb:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bomb"
Pain.Crash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Crash"
Pain.Drill:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Drill"
Pain.Napalm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Napalm"
Pain.Burst:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Burst"
Pain.Slow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Slow"
}
}