actor Airman : ClassBase
{
player.displayname "airman"
player.soundclass "airmanc"
player.startitem "AirShooterBoss"
player.startitem "Can'tDefeatAmmo", 28
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
damagefactor "Leaf", 1.5
damagefactor "LeafFall", 1.5
damagefactor "Plant", 1.2
States
{
Spawn:
AIRM A 0
AIRM B 1 ACS_ExecuteAlways(137)
AIRM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
AIRM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
AIRM F 5 ACS_ExecuteAlways(137)
AIRM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
AIRM H 0
goto PainContinue
ClassDeath:
AIRM H 0 A_TakeInventory("AirShooterBoss")
goto DeathContinue
DropWeapon:
AIRM H 0 A_TakeInventory("AirShooterBoss")
AIRM Z 0 A_SpawnItemEx("AirShooterWepCDropped")
AIRM Z -1
stop
Pain.Leaf:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Leaf"
Pain.LeafFall:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.LeafFall"
Pain.Plant:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Plant"
}
}