actor Oilman : LightClassBase
{
player.startitem "LightHealthBar"
player.displayname "oilman"
player.soundclass "oilmanc"
player.startitem "OilSliderBoss"
player.startitem "OilClassAmmo", 28
damagefactor "FireStorm", 1.7
damagefactor "FireSpin", 1.7
damagefactor "WeakFire", 1.5
damagefactor "Atomic", 1.5
damagefactor "WeakPharoah", 1.3
damagefactor "Pharoah", 1.3
damagefactor "PharaohHold", 1.3
damagefactor "Flame", 1.5
damagefactor "Scorch", 1.5
damagefactor "WilyFireB1", 1.5
damagefactor "WilyFireB2", 1.5
States
{
Spawn:
POIL A 0
POIL B 1 ACS_ExecuteAlways(137)
POIL A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
POIL BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
POIL F 5 ACS_ExecuteAlways(137)
POIL G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
POIL H 0
goto PainContinue
ClassDeath:
POIL H 0 A_TakeInventory("OilSliderBoss")
goto DeathContinue
DropWeapon:
POIL H 0 A_TakeInventory("OilSliderBoss")
POIL Z 0 A_SpawnItemEx("OilSliderWepCDropped")
POIL Z -1
stop
Pain.FireStorm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireStorm"
Pain.FireSpin:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireSpin"
Pain.WeakFire:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakFire"
Pain.Atomic:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Atomic"
Pain.WeakPharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakPharoah"
Pain.Pharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Pharoah"
Pain.PharaohHold:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.PharaohHold"
Pain.Flame:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Flame"
Pain.Scorch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Scorch"
Pain.WilyFireB1:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB1"
Pain.WilyFireB2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB2"
}
}